U.S. patent number 9,126,113 [Application Number 13/739,938] was granted by the patent office on 2015-09-08 for projection button.
This patent grant is currently assigned to IGT. The grantee listed for this patent is IGT. Invention is credited to Chauncey W. Griswold, Charles Johnson.
United States Patent |
9,126,113 |
Johnson , et al. |
September 8, 2015 |
Projection button
Abstract
The disclosure relates generally to different devices, methods,
systems, and computer program products for a gaming machine that
includes a projection button panel. The projection button panel may
include one or more projection buttons configured to receive user
input. Each projection button may include a projection surface
disposed within the button capable of being viewed by a player of
the gaming machine. Each projection button may also include a
button projector proximate to the projection surface. Further, each
projection button may be configured to receive button image
information and to project, based on the received button image
information, a button image onto the projection surface. Each
projection button may also include one or more sensors capable of
being activated responsive to activation of the button. The gaming
machine may also include one or more controllers in communication
with the main display and the button assembly. The one or more
controllers may be configured to transmit the image information for
display at one or more of the buttons, receive the signal from the
button assembly indicating that one or more of the sensors have
been activated, and/or process the received signal.
Inventors: |
Johnson; Charles (Reno, NV),
Griswold; Chauncey W. (Reno, NV) |
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Reno |
NV |
US |
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Assignee: |
IGT (Las Vegas, NV)
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Family
ID: |
44858660 |
Appl.
No.: |
13/739,938 |
Filed: |
January 11, 2013 |
Prior Publication Data
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Document
Identifier |
Publication Date |
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US 20130130796 A1 |
May 23, 2013 |
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Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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12769032 |
Apr 28, 2010 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F
17/3209 (20130101) |
Current International
Class: |
A63F
9/00 (20060101); A63F 13/90 (20140101); G07F
17/32 (20060101) |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
Other References
US Office Action dated May 15, 2012 issued in U.S. Appl. No.
12/769,032. cited by applicant .
US Final Office Action dated Oct. 16, 2012 issued in U.S. Appl. No.
12/769,032. cited by applicant .
US Third-Party Submission in U.S. Appl. No. 12/769,032 dated Jan.
3, 2012. cited by applicant .
Pico.TM. Projector Displays: Overview (2009), Microvision, Inc.,
sales document retrieved on Apr. 26, 2010 from the Internet at
http://www.microvision.com/pico.sub.--projector, 1 pg. cited by
applicant .
Pico.TM.: Evaluation Kit (PEK) (2009), Preliminary Specifications,
Document No. DA0124619, Microvision, Inc., Redmond, Washington, 1
pg. cited by applicant.
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Primary Examiner: Lim; Seng H
Attorney, Agent or Firm: Neal, Gerber & Eisenberg
LLP
Parent Case Text
RELATED APPLICATION
This application is a division of Ser. No. 12/769,032, filed Apr.
28, 2010, which is incorporated by reference herein in its entirety
for all purposes.
Claims
What is claimed is:
1. A gaming machine comprising: a gaming machine cabinet; a main
display configured to display game play data of one or more games
of chance; an output device configured to output an item of value
based on play of the one or more games of chance; a projection
button panel configured to receive user input, the projection
button panel including a plurality of projection buttons, one or
more of the projection buttons operable to place a wager on the one
or more games of chance, each projection button comprising: a
button casing at least partially defining an interior of said
projection button; an individual projection surface supported by
the button casing and located within the interior of the projection
button, the projection surface capable of being viewed from an
exterior of the projection button by a player of the gaming
machine; an individual button projector proximate to the projection
surface, the button projector configured to receive button image
information and to project, based on the received button image
information, a button image onto the projection surface; an
individual mirror supported by the button casing and located within
the interior of the projection button, the mirror reflecting the
button image onto the projection surface; and one or more sensors
capable of being activated responsive to activation of the
projection button, the one or more sensors configured to output a
signal indicating that one or more of the one or more sensors have
been activated; and one or more controllers in communication with
the main display and the projection button panel, the one or more
controllers configured to: output the game play data to the main
display; transmit, to the projection button panel, the button image
information; receive, from the projection button panel, the signal
indicating that one or more of the sensors have been activated; and
process the received signal to identify a selection associated with
the projected button image.
2. The gaming machine of claim 1, wherein the button projector is a
laser projector configured to modulate one or more laser beams in
order to project a raster-based image.
3. The gaming machine of claim 1, wherein each button projector is
supported by the button casing of the corresponding button and
located within the interior of the corresponding button.
4. The gaming machine of claim 1, wherein each projection button
further comprises a lens supported by the button casing of said
projection button and disposed between the projection surface and
the button projector of said projection button, the button
projector projecting the button image onto the projection surface
through the lens.
5. The gaming machine of claim 1, wherein the mirror is a two-way
mirror.
6. The gaming machine of claim 1, wherein the mirror is a one-way
mirror.
7. The gaming machine of claim 1, wherein each projection button
further comprises a lens supported by the button casing of said
projection button and disposed within the interior of the
projection button, wherein the mirror is located to reflect the
button image onto the projection surface through the lens.
8. The gaming machine of claim 1, wherein each projection button
further comprises a button cap supported by the button casing of
said projection button, said button cap configured to cover and
protect one or more interior components of the projection
button.
9. The gaming machine of claim 8, wherein at least two of the
button caps are of different shapes or sizes.
10. The gaming machine of claim 8, wherein each button cap is
removably coupled with the corresponding projection button.
11. The gaming machine of claim 1, wherein each projection button
is a mechanical button having a raised level and a depressed
level.
12. The gaming machine of claim 11, wherein the one or more sensors
include a mechanical sensor disposed within the projection button,
the mechanical sensor being activated when the projection button is
positioned at the depressed level, the mechanical sensor configured
to transmit a signal indicating that the mechanical sensor has been
activated to the one or more controllers.
13. The gaming machine of claim 12, wherein each projection button
further comprises an upper portion and a lower portion, the lower
portion being fixed relative to the projection button panel, the
upper portion being movable between the raised level and the
depressed level.
14. The gaming machine of claim 13, wherein each projection button
further comprises a mechanical plunger disposed within the upper
portion, the button projector and the mechanical sensor being
disposed within the lower portion, the mechanical plunger exerting
pressure on the mechanical sensor when the projection button is
positioned at the depressed level.
15. The gaming machine of claim 13, wherein the lower portion
comprises a plurality of guide pins and the upper portion comprises
a plurality of holes fitted to the guide pins, the holes sliding
along the guide pins as the upper portion moves between the raised
level and the depressed level.
16. The gaming machine of claim 1, wherein the one or more sensors
include a touch sensor disposed at or near an exterior surface of
the projection button, the touch sensor being activated by physical
pressure on the exterior surface of the projection button, the
touch sensor configured to transmit a signal indicating that the
touch sensor has been activated to the one or more controllers.
17. A gaming machine comprising: a gaming machine cabinet; a main
display configured to display game play data of one or more games
of chance; an output device configured to output an item of value
based on play of the one or more games of chance; a projection
button panel configured to receive user input, the projection
button panel including: a plurality of projection buttons, each
projection button comprising a button casing at least partially
defining an interior of said projection button; an individual
projection surface supported by the button casing and located
within the interior of the projection button, the projection
surface capable of being viewed from an exterior of the projection
button by a player of the gaming machine; an individual mirror
supported by the button casing and located within the interior of
the projection button, the mirror reflecting the button image onto
the projection surface; and one or more sensors capable of being
activated responsive to input, the one or more sensors configured
to output a signal indicating that one or more of the sensors have
been activated, one or more of the projection buttons operable to
place a wager on the one or more games of chance; and a plurality
of button projectors proximate to one or more of the projection
surfaces associated with the plurality of projection buttons, each
button projector configured to receive button image information and
to project, based on the received button image information, a
button image onto at least one of the one or more projection
surfaces; and one or more controllers in communication with the
main display and the projection button panel, the one or more
controllers configured to: output the game play data to the main
display; transmit, to the projection button panel, the button image
information; receive, from the projection button panel, the signal
indicating that one or more of the sensors have been activated; and
process the received signal to identify a selection associated with
the projected button image.
18. The gaming machine of claim 17, wherein the button projector is
a laser projector configured to modulate one or more laser beams in
order to project a raster-based image.
19. The gaming machine of claim 17, wherein each button projector
is disposed beneath at least two of the projection buttons and
configured to project a button image onto the at least two
projection buttons.
20. The gaming machine of claim 17, wherein each projection button
further comprises a lens supported by the button casing of said
button and disposed within the interior of the corresponding
projection button between the projection surface of the
corresponding projection button and the button projector, the
button projector projecting the button image onto the projection
surface through the lens.
21. The gaming machine of claim 17, wherein the mirror is a two-way
mirror.
22. The gaming machine of claim 17, wherein the projection button
panel further comprises, for each projection button, a lens
supported by the button casing of said button and disposed within
the interior of the projection button; wherein the mirror is
located to reflect the button image onto the projection surface
through the lens.
23. The gaming machine of claim 17, wherein each projection button
further comprises a button cap supported by the button casing of
said projection button and configured to cover and protect one or
more interior components of the projection button.
24. The gaming machine of claim 23, wherein at least two of the
projection buttons are of different shapes or sizes.
25. The gaming machine of claim 23, wherein each button cap is
removably coupled with the corresponding projection button.
26. The gaming machine of claim 17, wherein each projection button
is a mechanical button having a raised level and a depressed
level.
27. The gaming machine of claim 26, wherein the one or more sensors
include a mechanical sensor disposed within the projection button,
the mechanical sensor being activated when the projection button is
positioned at the depressed level, the mechanical sensor configured
to transmit a signal indicating that the mechanical sensor has been
activated to the one or more controllers.
28. The gaming machine of claim 27, wherein each projection button
further comprises an upper portion and a lower portion, the lower
portion being fixed relative to the projection button panel, the
upper portion being movable between the raised-level and the
depressed level.
29. The gaming machine of claim 28, wherein each projection button
further comprises comprising a mechanical plunger disposed within
the upper portion, the button projector and mechanical sensor being
disposed within the lower portion, the mechanical plunger exerting
pressure on the mechanical sensor when the projection button is
positioned at the depressed level.
30. The gaming machine of claim 28, the lower portion comprising a
plurality of guide pins and the upper portion comprising a
plurality of holes fitted to the guide pins, the holes sliding
along the guide pins as the upper portion moves between the raised
level and the depressed level.
31. The gaming machine of claim 17, wherein the one or more sensors
include a touch sensor disposed at or near an exterior surface of
the projection button, the touch sensor being activated by physical
pressure on the exterior surface of the projection button, the
touch sensor configured to transmit a signal indicating that the
touch sensor has been activated to the one or more controllers.
Description
TECHNICAL FIELD
The present invention relates generally to gaming devices and
systems, and more specifically to buttons for gaming devices.
BACKGROUND OF THE INVENTION
Casinos and other forms of gaming are a particular example of an
industry where electronic machines, such as, for example,
microprocessor based gaming machines, are extremely popular. In a
typical electronic gaming machine, such as a slot machine, video
poker machine, video keno machine or the like, a game play is first
initiated through a player wager of money or credit, whereupon the
gaming machine determines a game outcome, presents the game outcome
to the player and then potentially dispenses an award of some type,
including a monetary award, depending upon the game outcome.
Electronic and microprocessor based gaming machines can include a
variety of hardware and software components to provide a wide
variety of game types and game playing capabilities, with such
hardware and software components being generally well known in the
art. A typical electronic gaming machine can include hardware
devices and peripheral such as bill validators, coin acceptors,
card readers, keypads, buttons, levers, touch screens, coin
hoppers, player tracking units and the like. In addition, each
gaming machine can have various audio and visual display components
that can include, for example, speakers, display panels, belly and
top glasses, exterior cabinet artwork, lights, and top box
dioramas, as well as any number of video displays of various types
to show game play and other assorted information, with such video
display types including, for example, a cathode ray tube ("CRT"), a
liquid crystal display ("LCD"), a light emitting diode ("LED"), a
flat panel display and a plasma display, among others.
The design and manufacture of such gaming machines and other
electronic machines has become increasingly complex, particularly
with the advent of multiple displays, sound output devices, touch
screens, buttons, currency acceptors, card acceptors and an
assortment of other peripheral devices that may be part of such
machines. One type of item that can be found on many such machines
is a "button panel" having a plurality of input buttons that are
arranged or configured in a particular fashion for a user of the
machine. As is generally known, buttons for such button panels tend
to be relatively large and spaced apart from each other in a
fashion that is distinctive from smaller keypad types of buttons
and arrangements. In particular, such button panels can be found,
for example, on coin-operated video games, video poker machines,
video keno machines, electronic slot machines, and the like. One
example of a generally well-known button panel could be the
arrangement of buttons that typically exist on a video poker
machine, the button panel for which can include one hold/drop
button for each video poker card, a deal/draw button, a repeat bet
button, one or more other betting buttons, a cash out button,
and/or a service button, among others. While the entire collection
of these buttons on the front panel of the video poker machine can
be generally be referred to as the "button panel" for that machine,
such a button panel might also include one or more other buttons
located elsewhere about the machine, or could be a subset of all of
the buttons on the front panel of the machine, as may be
desired.
For many years, gaming machines were `standalone` in that they had
very limited ability to communicate with external devices other
than Player Tracking systems. This of course has changed with the
advent of Server Based ("SB") games. This change introduced a need
for what is called `dynamic buttons.` In non-SB games, the function
of a button often remained constant for the life of the gaming
machine. However, in an SB environment, players may be given the
option to select from a wide range of games which may in turn
require that the function of each button be reconfigurable. Thus,
dynamic buttons often contain an embedded, electronically
controlled display whose display content may be controlled by game
software.
A key benefit of dynamic buttons is flexibility. Dynamic buttons
may display static content, dynamic content, or some combination
thereof. For example, dynamic buttons may display static button
labels or animated button labels. The content displayed on a panel
of dynamic buttons may be fixed or coordinated between buttons
(e.g., an animation across more than one button). The content
displayed on one or more dynamic buttons may be generated locally
(e.g., by a gaming machine) or received via a network.
Dynamic buttons may enhance player enjoyment and/or gaming machine
usability. For example, dynamic buttons may allow the same button
to be used for different features on the same gaming machine (e.g.,
within the same game). As another example, players may enjoy seeing
video or animation displayed on dynamic buttons. In some
embodiments, the ability to dynamically change what is displayed on
a button may make it easier to provide clear instructions or other
information to a player.
Accordingly, it would be desirable to develop improved techniques
for providing dynamic buttons in a gaming machine.
SUMMARY OF THE INVENTION
Various embodiments described or referenced herein are directed to
different devices, methods, systems, and computer program products
for projection buttons. In some embodiments, devices, methods,
systems, and computer program products may be configured or
designed for use in a casino environment.
According to various embodiments, a gaming machine may include a
gaming machine cabinet; a main display configured to display game
play data of one or more games of chance; an output device
configured to output an item of value based on play of the one or
more games of chance; and/or a projection button panel configured
to receive user input. The projection button panel may include a
plurality of projection buttons, one or more of which are operable
to place a wager on the one or more games of chance. Each
projection button may comprise a projection surface disposed on an
interior side of the button, the projection surface capable of
being viewed from an exterior side of the button by a player of the
gaming machine; a button projector proximate to the projection
surface, the button projector configured to receive button image
information and to project, based on the received button image
information, a button image onto the projection surface; and/or one
or more sensors capable of being activated responsive to activation
of the button, the one or more sensors configured to output a
signal indicating that one or more of the sensors have been
activated. The gaming machine may also include one or more
controllers in communication with the main display and the
projection button panel. The one or more controllers may be
configured to output the game play data to the main display;
transmit, to the projection button panel, the button image
information; receive, from the projection button panel, the signal
indicating that one or more of the sensors have been activated;
and/or process the received signal to identify a selection
associated with the projected button image.
In at least one embodiment, the button projector may be a laser
projector configured to modulate one or more laser beams in order
to project a raster-based image. According to various embodiments,
one or more projection buttons may further comprise one or more
lenses, one-way mirrors, two-way mirrors, button caps, mechanical
sensors, touch sensors.
In one or more embodiments, a gaming machine may include a gaming
machine cabinet; a main display; an output device; and/or a
projection button panel. The projection button panel may include a
plurality of projection buttons. Each projection button may
comprise a projection surface disposed on an interior side of the
button; one or more sensors capable of being activated responsive
to input; and/or a button projector proximate to one or more of the
projection surfaces associated with the plurality of projection
buttons. The button projector may be configured to receive button
image information and to project, based on the received button
image information, a button image onto the one or more projection
surfaces. The gaming machine may also include one or more
controllers configured to output the game play data to the main
display; transmit, to the projection button panel, the button image
information; receive, from the projection button panel, the signal
indicating that one or more of the sensors have been activated;
and/or process the received signal to identify a selection
associated with the projected button image.
BRIEF DESCRIPTION OF THE DRAWINGS
The included drawings are for illustrative purposes and serve only
to provide examples of possible structures and process steps for
the disclosed inventive systems and methods for providing game
services to remote clients. These drawings in no way limit any
changes in form and detail that may be made to the invention by one
skilled in the art without departing from the spirit and scope of
the invention.
FIG. 1 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention.
FIG. 2 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention.
FIG. 3 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention.
FIG. 4 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention.
FIG. 5 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention.
FIG. 6 shows a diagram representing a projection button panel,
constructed in accordance with one embodiment of the present
invention.
FIG. 7 shows a diagram representing a projection button panel,
constructed in accordance with one embodiment of the present
invention.
FIG. 8 shows a diagram representing a side view of a button panel,
constructed in accordance with one embodiment of the present
invention.
FIG. 9 shows a diagram representing a side view of a touch screen
projection button panel, constructed in accordance with one
embodiment of the present invention.
FIG. 10 shows a diagram representing a side view of a gaming
machine display area including a projection button panel,
constructed in accordance with one embodiment of the present
invention.
FIG. 11 shows a diagram representing a side view of a gaming
machine display area including a projection button panel,
constructed in accordance with one embodiment of the present
invention.
FIG. 12 shows a perspective view of a gaming machine, constructed
in accordance with one embodiment of the present invention.
FIG. 13 shows a block diagram illustrating components of a gaming
system, which may be used for implementing one or more embodiments
of the present invention.
DETAILED DESCRIPTION
Exemplary applications of systems and methods according to the
present invention are described in this section. These examples are
being provided solely to add context and aid in the understanding
of the present invention. It will thus be apparent to one skilled
in the art that the invention may be practiced without some or all
of these specific details. In other instances, well known process
steps have not been described in detail in order to avoid
unnecessarily obscuring the present invention. Other applications
are possible, such that the following example should not be taken
as definitive or limiting either in scope or setting.
In the following detailed description, references are made to the
accompanying drawings, which form a part of the description and in
which are shown, by way of illustration, specific embodiments of
the present invention. Although these embodiments are described in
sufficient detail to enable one skilled in the art to practice the
invention, it is understood that these examples are not limiting,
such that other embodiments may be used and changes may be made
without departing from the spirit and scope of the invention.
Although the present invention is directed primarily to gaming
machines and systems, it is worth noting that some of the
apparatuses, systems and methods disclosed herein might be
adaptable for use in other types of devices, systems or
environments, as applicable, such that their use is not restricted
exclusively to gaming machines and contexts. Such other adaptations
may become readily apparent upon review of the inventive
apparatuses, systems and methods illustrated and discussed
herein.
In the following figures, method and apparatus applicable to
various gaming system configurations and their associated
components are described. The gaming systems may comprise a network
infrastructure for enabling one or more hosts to communicate with
gaming machines. The gaming machines may be operable to provide
wagering on a game of chance. A plurality of gaming devices, such
as bill/ticket validators, printers, mechanical displays, video
displays, coin hoppers, light panels, input buttons, touch screens,
key pads, card readers, audio output devices, etc., may be coupled
to the gaming machine. The gaming devices may be controlled by a
master gaming controller executing authenticated software to
provide a gaming interface for a game play experience on the gaming
machine.
Techniques are described herein for providing improved dynamic
buttons for use in a gaming machine. Conventional dynamic buttons
may use a video display such as a Light Emitting Diode (LED)
display, an Organic Light Emitting Diode (OLED) display, or a
liquid crystal display (LCD). One example of a dynamic button is
available from IGT, Inc. of Reno, Nev. IGT's dynamic button
includes an OLED switch matrix embedded in the switch body along
with a separate control board mounted elsewhere within the gaming
cabinet. However, at least some dynamic buttons that include a
video display screen may have one or more drawbacks.
A first concern is that dynamic buttons are often expensive. A
monochrome display button may cost, for example, over $30, while
the control board may cost nearly $200. Thus, a game with 10
dynamic buttons may cost a manufacturer an extra $500 over the same
game without these dynamic buttons. With markup, the additional
cost to a customer may be well over $1000. These costs would likely
be even higher if the dynamic buttons included color displays.
A second concern is the Non Recurring Engineering (NRE) cost to
develop each new button variation. In a game with relatively little
space on the front panel, such as a bar top game, it may be
desirable to have a small button. In contrast, larger games such as
an upright game or slant top game may benefit from the use of
larger buttons. Each button of a new size or shape may require
substantial NRE to develop a correspondingly sized display panel
(e.g., an LED, LCD, or OLED), flex strip, and/or other supporting
components.
A third concern is the possibility of reliability issues and the
associated warranty costs. Significant engineering effort has been
expended to harden buttons against damage from Electro Static
Discharge (ESD), mechanical impact, and fluid spills. However, the
nature of the video display (e.g., the OLED) in a dynamic button
often requires that it be placed at the top of the button to
facilitate visibility. This positions the display where it may be
exposed both to the mechanical shock of player pounding on the
buttons and in close proximity to where ESD events are most likely
to originate (e.g., a player's finger).
A fourth concern is that a dynamic button that includes a video
display has a contrast ratio and/or a screen resolution that is
limited by the pixel density of the video display. Thus, in many
dynamic buttons that use video displays, individual pixels may be
visible to a user.
A fifth concern is that many high-performance video displays used
in dynamic buttons may have a limited lifespan. When a dynamic
button is not working, players may avoid using a gaming machine
(e.g., due to concern that the gaming machine is broken). Also,
replacing video displays can be expensive and time-consuming. For
example, the cost of replacing a video display may include costs
associated with labor, hardware components, and/or machine
downtime.
Accordingly, disclosed herein are dynamic buttons that use
projector technology to provide a dynamic display. In one or more
embodiments, a projector may be mounted in proximity to the back of
a button's body and project an image on to the button's cap. The
button cap may have a grating or texture, which may be similar to
that used in rear projection television, that is visible to a
player. Some embodiments that incorporate such display techniques
may offers one or more design advantages over video display (e.g.,
OLED) buttons.
For example, creating different and/or custom-sized projection
buttons may entail reduced NRE costs in comparison to conventional
dynamic buttons. In one or more embodiments, a lens may be used to
affect the projection angle of the beam. The use of such a lens may
allow buttons of different sizes to have similar button body depth.
Additionally, or alternately, the button projector may be moved
within the body of the button to compensate for changed button
size. Thus, in some embodiments, buttons of different sizes and/or
shapes may be developed with identical or similar electronic
components (e.g., the button projector).
As another example, the use of a projector may allow one or more
components associated with the button electronics to be physically
removed from a location on the button closest to electrical shock
and mechanical impact to a location that is further away from these
effects. For example, the button projector may be mounted at the
rear of the projection button or located outside the button
assembly. In one or more embodiments, this change may improve
resistance to harsh environments.
As yet another example, one or more embodiments of a projection
button may provide advantages in cost, display resolution, and/or
contrast ratio. In one or more embodiments, a button projector
associated with a projection button may provide a contrast ratio of
approximately 5000 to 1 and/or a display resolution of
848.times.480 at 60 hertz. However, different embodiments may
include button projectors with different contrast ratios, display
resolutions, and/or refresh rates.
These characteristics may compare favorably to the displays used in
many conventional dynamic buttons. Further, the ability to vary the
distance between the button projector and projection surface and/or
optically manipulate the light generated by the button projector
may allow a projection button with much higher pixel density than
conventional dynamic buttons.
It should be noted that the display resolution of the button
projector may be different than the resolution of the image
actually displayed at the button surface. For example, in some
embodiments the image generated by the button projector may be
cropped to fit a particular projection button. As another example,
a single button projector may be used to generate images for more
than one button.
As yet another example of a potential advantage, some projection
buttons may have significantly longer lifespan than conventional
dynamic buttons. The extended lifespan may be due in part to
reduced impact and/or electrostatic discharge associated with
placing the button projector away from the button surface.
Additionally, or alternately, one or more button projectors may
have a naturally longer lifespan than many video displays.
It will be appreciated that significant differences exist between
projection-based techniques and non-projection based techniques.
Non-projection based display techniques typically involve emitting
a field of light using a video display screen. Thus, when using a
non-projection based display technique, the user must have a direct
line of site to the optical source of the image (i.e. the display
screen) to view an image generated by the display screen.
Non-projection based display techniques may involve displaying
images on video displays such as Liquid Crystal Displays (LCDs),
Light Emitting Diode (LED) displays, Organic Light Emitting Diode
(OLED) displays, etc.
Projection-based display techniques typically use a projector or
projection engine to project images from one or more light sources
that approximate a point onto a projection surface spaced from the
projector. Thus, in contrast to non-projection based display
techniques, the user of a projection-based system need only have a
line of sight to the projection surface, not the original source of
the projected image. Projection-based display techniques include
laser-based projection systems (e.g., the PicoProjector available
from Microvision, Inc., of Redmond, Wash.), Digital Light
Processing techniques, holographic laser projection (e.g., a
projection system available from Light Blue Optics of Cambridge,
United Kingdom), etc. (or some combination thereof).
Different projection systems have various sizes, optical
characteristics, prices, and other properties. Accordingly, a
projection system may be strategically chosen based on the desired
configuration of a given projection button or projection button
panel. For example, a projection system may include laser and/or
non-laser projection techniques. Additionally, a projection system
may include one or more lasers, mirrors, prisms, or other light
directing components.
FIGS. 1-13 illustrate embodiments of projection buttons, as well as
gaming machines and button panels that employ projection buttons.
According to various embodiments, various types, sizes, shapes,
colors, numbers, combinations, and configurations of one or more
projection buttons and/or associated components may be used. Thus,
the techniques described herein are not limited to the embodiments
of projection buttons illustrated in FIGS. 1-13.
FIG. 1 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention. The projection button 100 includes a button projector
104 disposed within a button casing 108. The button projector 104
is configured to receive image information from a button controller
via image data communications interface 128. The button projector
104 is configured to project an image onto a projection surface 120
through a lens 112, which is covered by a button cap 116. Pressure
on the button cap 116 depresses a plunger, which activates button
activation communications interface 124.
The projection button 100 may be configured to display a dynamic
button image to a user, such as a label indicating a user input
selection. For example, the projection button 100 may be configured
to display a static or dynamic gaming-related button label such as
"Deal," "Draw," "Fold," etc. As another example, the projection
button may be configured to display an animation or video unrelated
to a label, such as an indication of an award, an animation for
attracting players, etc. In some embodiments, the video and/or
images displayed on the projection button may change as a game
progresses. Additionally, or alternately, the video and/or images
displayed on the projection button may be different for different
games available at a gaming machine.
The button projector 104 may include any type of projector
sufficiently small to be disposed within the projection button 100.
In one or more embodiments, the button projector 104 may include a
PicoProjector laser projection system available from Microvision.
In a laser projection system, pixels may be generated by combining
modulated laser light sources (e.g., red, green, blue, etc.). The
intensity of each of the light sources may be varied to generate a
complete palette of colors and shades. For example, red pixels may
require the red laser to be turned on while the blue and green
lasers are turned off. As another example, purple pixels may
require that the red and blue lasers are turned on while the green
laser is turned off. A scanning mirror may direct the beam of light
toward the projection surface 120. In some embodiments the beam of
light may be directed toward additional optical instruments, such
as one or more lenses and/or mirrors, before being projected onto
the projection surface 120.
In some embodiments, pixels may be lighted by a repetitive
horizontal scanner motion that rapidly sweeps a light beam to place
the pixels into rows and a vertical scanner motion that moves the
light beam up and down to points where successive rows of pixels
are drawn. This process continues until an entire field of rows has
been placed and a full image appears to the user. In different
embodiments, the sequential operation of the horizontal and
vertical scanners may be configured differently (e.g.,
reversed).
In one or more embodiments, the button projector 104 is designed to
operate with DC current transmitted at a low voltage (e.g., 12
volts). Further, the button projector 104 may be designed to
receive a Red Green Blue ("RGB") Video Graphics Array ("VGA")
signal, an HDMI signal, a DVI signal, or various other types of
video signals. Thus, the projection button 100 shown in FIG. 1 may
be used in conjunction with electrical and/or control components
associated with conventional dynamic buttons. For example, the
projection button may interoperate with an addressable interface on
a flex cable used to communicate with conventional dynamic buttons.
However, in different embodiments, different electrical inputs
and/or video signals may be used.
The button projector 104 is disposed within the button casing 108.
Button casing 108 may be any type of button casing configured to
contain one or more components associated with the projection
button 100. For example, various types of button casings, as well
as other standard button components, are found in buttons available
from IGT, Inc., of Reno, Nev.
The button projector 104 is configured to receive image data from
one or more controllers via the button image communication
interface 128. The button image communication interface 128 may be
any type of interface for receiving image data to project using the
button projector 104. For example, the button image communication
interface 128 may be configured to receive data transmitted via a
USB interface, a Netplex interface (available from IGT, Inc. of
Reno, Nev.), or another type of interface. According to various
embodiments, the button image communication interface 128 may be
activated by one or more activation mechanisms, such as a
mechanical plunger, touch sensor, electromechanical pressure
sensor, etc.
In one or more embodiments, the projection button 100 and/or one or
more controllers associated with the projection button may include
localized storage to store static and/or dynamic graphical data.
Localized storage may allow the use of the dynamic button to
display button data without requiring a constant stream of video
data from game electronics. Thus, if the image or video to be
displayed at a given projection button is constant throughout a
game (e.g., a "Deal/Draw" button in many video poker games), then
the projection button may be configured to continue displaying the
appropriate image or video without continuous input from the game
electronics.
The button projector 104 projects one or more images onto the
projection surface 308 through the lens 316. According to various
embodiments, different types, numbers, and/or configurations of
lenses may be used, depending on the desired optical effect. The
use of lenses is discussed in greater detail elsewhere in this
specification (e.g., in reference to FIGS. 3 and 4).
The button image is projected is projected through the lens 316
onto the projection surface 120. The projection surface 120 may be
made of any material suitable for receiving and displaying one or
more images generated by the button projector 104. In one or more
embodiments, the projection surface 120 may be a light-colored,
partially opaque surface.
Different projection surfaces may vary in color, opacity,
brightness, light diffusion, price, or other characteristics.
Accordingly, the type of projection surface used with a given
projection button or projection button panel may be strategically
selected based on various factors. An example of one such
projection surface is a Clarex.RTM. Blue Ocean.RTM. Screen,
available from Nitto Jushi Kogyo Co., Ltd of Tokyo, Japan.
In one or more embodiments, the projection surface may be
integrated with other components of a projection button and/or
projection button panel. For example, portions of a projection
button panel including one or more projection surfaces, hinges,
bellows, panels, and/or lenses may be created as an integrated
component. An integrated component may be constructed according to
one or more molding techniques, such as co-molding, injection
molding, or vacuum molding. Configurations in which the projection
surface and/or other components form an integrated component may,
for example, reduce maintenance costs or protect against
environmental contamination (e.g., water, electrostatic discharge,
etc.). In some embodiments, use of a projection surface that is
rigid and/or integrated with other components of the projection
button or projection button panel may make a separate button cap
unnecessary.
Furthermore, although the projection surfaces shown in the Figures
are substantially flat, some embodiments may include one or more
projection surfaces that are not flat. For example, a projection
surface may be domed (e.g., for additional strength) or may have an
irregular shape. As another example, the projection surface may be
reshaped dynamically (e.g., using vacuum forming).
The projection surface 120 is covered by the button cap 116. The
button cap 116 shown in FIG. 1 is a substantially flat surface.
However, in some embodiments, the button cap may be curved, domed,
or have a different shape.
The button cap 116 may be made of materials such as plastic,
acrylic, glass, etc. In some embodiments, the button cap 116 and
the projection surface 120 may be physically coupled or may be the
same physical component.
The projection button 100 shown in FIG. 1 is an electromechanical
button, which is activated by physically depressing the button cap
116. Various activation mechanisms may be used with
electromechanical buttons.
For example, the projection button 100 shown in FIG. 1 is a
relatively small button that may operate with a single mechanical
plunger. The mechanical plunger activates an electromechanical
switch coupled with the button activation communications interface
124. The button activation communications interface 124 transmits a
communication signal indicating a button press.
However, a different mechanical actuation mechanism, such as a
4-corner alignment pin mechanism, may be used in some embodiments.
A 4-corner alignment pin mechanism may help stabilize a larger
button and/or reduce one or more undesirable effects such as button
rocking and/or image distortion.
Different types of actuation mechanisms may have various
properties, advantages, or disadvantages. Accordingly, an actuation
mechanism may be strategically selected based on the desired
configuration of a given projection button or projection button
panel. The types of actuation mechanisms may include, but are not
limited to: capacitive touch screens, projected capacitive touch
screens, projected infrared touch screens, planar scatter detection
touch screens, acoustic pulse touch screens, dispersive signal
touch screens, frustrated total internal reflection touch screens,
resistive touch screens, and mechanical interruption of light beams
(e.g., "horse shoe" optical actuators).
In the projection button 100 illustrated in FIG. 1, the projection
surface 120 is coupled with the button cap 116 and moves with the
button cap when the projection button is pressed. Movement by the
projection surface 120 without corresponding movement of one or
more other optical components (e.g., the lens 112, the button
projector 104, etc.) may result in some amount of optical
distortion. However, this distortion may be minimal and/or
inconsequential. For example, a user may be unable to see the
button image while pressing the button due to the intervening
presence of the user's finger.
In different embodiments, only the button cap 116 (and associated
actuation components) may move when the button is pressed. In this
way, the projection surface 120 may remain fixed, thus maintaining
relatively stable distances between the optical components of the
projection button 100. In still different embodiments, the lens 112
and/or the button projector 104 may move with the button cap 116
and/or the projection surface 120 when the button is pressed, thus
reducing optical distortion.
Although the projection button 100 shown in FIG. 1 is an
electromechanical button, different embodiments may use an entirely
different actuation mechanism, such as a touch panel disposed at
the button surface. In this case, the projection button may have no
(or few) moving parts. As another example, some embodiments may
employ an electromagnetic sensor configured to sense the
interruption of a magnetic field (e.g., by a human finger). The use
of an electromagnetic sensor may allow a user to activate the
projection button 100 without actually touching the button.
In one or more embodiments, one or more of the components of a
projection button (e.g., one or more lenses, button projectors,
projection surfaces, mirrors, etc.) may be adjustable. Adjustment
may be advantageous if, for example, one or more optical components
of a projection button loses focus or otherwise moves out of
position. Further, a projection button that has one or more
adjustable components may allow maintenance personnel to fine-tune
the optical display properties of one or more projection buttons at
a gaming machine in order to achieve a better button image.
According to various embodiments, one or more components may be
adjusted using a tool and/or an adjustment mechanism coupled with a
component, such as an adjustment pin or lever.
In one or more embodiments, one or more of the components of a
projection button (e.g., one or more lenses, button projectors,
projection surfaces, mirrors, etc.) may be replaced. For example, a
button projector (e.g., one that is broken or outdated) may be
replaced with a different button projector. As another example,
button cap may be replaced with a different button cap (e.g., one
that has a different configuration or appearance). Accessing one or
more components of a projection button may involve, for example,
opening the door of a gaming machine, using a key, removing a
switch, etc.
FIGS. 2-5 show diagrams representing various embodiments of a
projection button. The diagrams of projection buttons shown in
FIGS. 2-5 are simplified representations used to illustrate certain
features of a projection buttons according to different
embodiments. Thus, as is shown in FIG. 1, an actual projection
button may include one or more components not illustrated in FIGS.
2-5, such as one or more communication interfaces.
FIG. 2 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention. The projection button 200 includes a button projector
204, a projection surface 208, and a button cap 212.
One or all of the components shown in FIG. 2 may be substantially
similar or identical to other components described herein. For
example, one or more of the button projector 204, the projection
surface 208, and/or the button cap 212 may be substantially similar
to the button projector 104, the projection surface 120, and/or the
button cap 116 shown in FIG. 1.
When the projection button 200 is pressed, a sensor is activated
that causes a signal to be transmitted. The button actuation
mechanism associated with the projection button 200 may be
substantially similar to the button actuation mechanism associated
with the projection button 100 illustrated in FIG. 1. However, in
different embodiments, a different actuation mechanism may be
used.
The projection display 208 and button projector 204 shown in FIG. 2
are positioned within the projection button 200. In some
embodiments, the projection surface 208 may be coupled with the
button cap 212. Thus, the projection surface 208 and button cap 212
may form a removable button top assembly that can be placed over
the button projector 204, which may be fixed to a button casing or
a button panel.
In the projection button 200, the button projector 204 projects one
or more images onto projection surface 208. The projection surface
208 is spaced from the button projector 204 to define a distance
D1.
The optimal distance D1 may be strategically determined based on
various factors such as the characteristics of the button projector
204 (e.g., resolution, intensity, dispersal spread, etc.), the
characteristics of the button cap 212 (e.g., size, shape, etc.),
and/or the characteristics of one or more different components
associated with the projection button 200. For example, D1 may be
any distance between 0.1 inches and 4 inches.
FIG. 3 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention. The projection button 300 includes a button projector
304. The button projector 304 projects an image through a lens 316
onto a projection surface 308. The projection surface 308 is
visible through a button cap 312.
One or all of the components shown in FIG. 3 may be substantially
identical or similar to other components described herein. For
example, one or more of the button projector 304, the projection
surface 308, and/or the button cap 312 may be substantially similar
to the button projector 104, the projection surface 120, and/or the
button cap 116 shown in FIG. 1.
When the projection button 300 is pressed, a sensor is activated
that causes a signal to be transmitted. The button actuation
mechanism associated with the projection button 300 may be
substantially similar to the button actuation mechanism associated
with the projection button 100 illustrated in FIG. 1. However, in
different embodiments, a different actuation mechanism may be
used.
In the projection button 300, the button projector 304 projects one
or more images onto the projection surface 308 through the lens
316. According to various embodiments, different types, numbers,
and/or configurations of lenses may be used, depending on the
desired optical effect. For example, the lens 316 may be a biconvex
converging lens.
The lens 316 is spaced from the button projector 304 to define a
distance D2. The projection surface 308 is spaced from the lens 316
to define a distance D3. The optimal distances D2 and D3 may be
strategically determined based on various factors such as the
characteristics of the button projector 304 (e.g., resolution,
intensity, dispersal spread, etc.), the characteristics of the
button cap 312 (e.g., size, shape, etc.), the characteristics of
the lens 316 (e.g., size, focal length, etc.), and/or the
characteristics of one or more other components associated with the
projection button 300. Further, according to different embodiments,
D2 and D3 may be the same or different values. For example, D2
and/or D3 may be any distance between 0.1 inches and 4 inches.
In one or more embodiments a projection button may be configured to
interoperate with existing button hardware configurations. Some
such existing configurations may leave a limited amount of space
(e.g., 2.5 inches) for button hardware. Accordingly, one or more of
the distances D1, D2, and D3 shown in FIGS. 2 and 3 may be
strategically determined to allow a projection button to fit into a
confined space. For example, the sum of the distances may be
selected to be less than 1.5 inches (e.g., to allow space for other
components).
In one or more embodiments, one or more of the distances D1, D2,
and D3 shown in FIGS. 2 and 3 may be adjustable. For example, it
may be possible to move one or more components shown in FIGS. 2 and
3 (e.g., by turning a pin, adjusting a lever, etc.).
FIG. 4 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention. Projection button 400 includes a button casing 424. A
mirror 408, lens 412, projection surface 416, and button cap 420
are coupled with the button casing 424. A button projector 404 is
located outside the projection button 400. The button projector 404
projects an image onto the mirror 408. The mirror 408 reflects the
image through the lens 412 onto the projection surface 416. The
image is visible through the button cap 420.
In some respects, the projection button 400 shown in FIG. 4 may be
substantially similar to the projection buttons 200 and 300 shown
in FIGS. 2 and 3. For example, one or more of the components shown
in FIG. 4 may be substantially similar to those shown in FIGS. 2
and 3. Further, the projection of the image through the lens 412
and onto the projection surface 416 may be substantially similar to
the use of the lens 316 and projection surface 308 illustrated in
FIG. 3. However, in contrast to the projection button 300, the
button projector 404 is located outside the button.
The image projected by the button projector 404 is reflected by
mirror 408. The mirror 408 may be coupled with the projection
button and/or the button projector 404 (e.g., to ensure a stable
line of sight).
Although the mirror 408 is shown positioned at approximately a 45
degree angle, the actual angle of the mirror may be determined
based on various factors. For example, if the button projector 404
is located higher or lower than is shown in FIG. 4, then the mirror
408 may be positioned at a lesser or greater angle than is shown in
FIG. 4. Further, in some embodiments the angle of the mirror 408
may be adjustable. For example, the mirror 408 may be coupled with
an adjustment pin that could be used to focus the image.
In some embodiments, locating the button projector 404 outside the
button casing may allow a smaller button casing 424 than would be
possible if the button projector 404 were located inside the button
casing. Additionally, and/or alternately, replacing one or more
components of the projection button may be easier when the button
projector 404 is located outside the button casing 424. For
example, it may be possible to exchange the button casing 424 and
its associated components with a different button casing while
leaving the button projector 404 in place.
As was discussed in relation to FIGS. 2 and 3, the distances
between one or more components of the projection button (e.g., the
button projector, lens, mirror, projection surface, etc.), the
optical properties (e.g., lens focal length, opacity, etc.) of
these components, and the location and orientation of these
components may be strategically determined according to the
specific characteristics of the actual projection button. For
example, a larger projection surface may require a lens with a
smaller focal length.
FIG. 5 shows a diagram representing a projection button,
constructed in accordance with one embodiment of the present
invention. Projection button 500 includes a button projector 504
that projects an image which is reflected by a two-way mirror 508
onto a projection surface 512. The image on the projection surface
512 is visible through a button cap 520 and a lens 516.
In some respects, the projection button 500 shown in FIG. 5 may be
substantially similar to the projection buttons 400 shown in FIG.
4. For example, one or more of the components shown in FIG. 5 may
be substantially similar to those shown in FIG. 4. However, in
contrast to the projection button 400, the projection button 500
includes an image projected onto a projection surface 512 from
above the projection surface 512.
This is achieved by use of the two-way mirror 508. The two-way
mirror 508 may be any surface capable of reflecting light received
on one side through the surface while freely transmitting (or
substantially transmitting) light received from the other
surface.
The image projected by the button projector 504 and reflected by
the two-way mirror 508 is projected onto the projection surface
512. The image projected onto the projection surface 512 is visible
at the button cap 520 through the lens 516 and through the two-way
mirror 508, which is substantially transparent to light transmitted
from below.
As discussed herein, projection surfaces are at least partially
opaque so as to receive and display a projected image. In some
embodiments, as shown in FIGS. 1-4, an image may be projected from
behind a projection surface. This technique may create some amount
of optical distortion, since the projected light must pass through
the projection surface.
Such distortion may be reduced or eliminated according to the
techniques shown in FIG. 5, since the image is projected onto the
projection surface 512 from the same side on which they button
image is viewed. This may allow the use of a substantially opaque
projection surface 512 since light need not pass through the
projection surface.
Depending on the optical techniques used, the button image
generated using this front-projection technique may appear to be
generated on the back of the button. Thus, it is anticipated that a
front-projection technique may be useful for relatively large
and/or flat buttons. However, a front-projection technique may be
used with various sizes and/or shapes of projection buttons.
Although the two-way mirror 508 is shown positioned at
approximately a 45 degree angle, the actual angle of the two-way
mirror may be determined based on various factors. For example, if
the button projector 504 is located higher or lower than is shown
in FIG. 5, then the two-way mirror 508 may be positioned at a
lesser or greater angle than is shown in FIG. 5. Further, in some
embodiments the angle of the two-way mirror 508 may be adjustable.
For example, the two-way mirror 508 may be coupled with an
adjustment pin that could be used to focus the image.
As was discussed in relation to FIGS. 2 and 3, the distances
between one or more components of the projection button (e.g., the
button projector, mirrors, projection surface, etc.), the optical
properties (e.g., lens focal length, opacity, etc.) of these
components, and the location and orientation of these components
may be strategically determined according to the specific
characteristics of the actual projection button.
It should be noted that the projection buttons shown in FIGS. 1-5
are only example embodiments, and that the current disclosure
extends to projection buttons having configurations not shown in
FIGS. 1-5. In some embodiments, for example, the projection button
shown in FIG. 5 could include a lens in addition to the two-way
mirror 508. Further, where embodiments described herein show only a
single instance of a particular component (e.g., a button
projector, a lens, a mirror, a projection surface, etc.), it should
be noted that some embodiments may employ a plurality of one or
more of these or other components. For example, one or more
embodiments may employ two or more lenses, two or more projection
buttons, etc.
FIG. 6 shows a diagram representing a projection button panel,
constructed in accordance with one embodiment of the present
invention. The diagram of projection button panel 600 shown in FIG.
6 is a simplified representation used to illustrate certain
features of a projection button according to at least one
embodiment. Thus, an actual projection button panel may include one
or more components not illustrated in FIG. 6.
According to various embodiments, the projection button panel 600
may be coupled with a gaming machine in various ways. In some
embodiments, the projection button panel 600 may be a component
integrated with a gaming machine. For example, the projection
button panel 600 may be positioned below a primary game display, on
a player tracking panel, on a top box, on a door of the gaming
machine, etc. In some embodiments, the projection button panel 600
may be a separate component mounted to the gaming machine (e.g.,
outside the gaming machine cabinet). In some embodiments, the
projection button panel 600 may be a separate component in
communication with the gaming machine but mounted elsewhere. For
example, the projection button panel 600 may be mounted to an
armrest that attaches to the gaming machine, to a chair or stool
positioned near the gaming machine, or to a stand-alone console
near the gaming machine. Furthermore, the projection button panel
600 may be used in conjunction with other devices, such as kiosks,
cashier's terminals, player tracking terminals, etc.
The projection button panel 600 includes button projectors 604a,
604b, and 604c. The projection button panel 600 also includes
button cap panel 608, which includes button caps 608a, 608b, and
608c. In one or more embodiments, the projection button panel 600
may be used to provide user input at a gaming machine.
Button cap panel 608 may be positioned over button projectors 604a,
604b, and 604c. Each button cap 608a, 608b, and 608c includes a
projection surface to display one or more images projected by one
or more underlying button projectors. Further, each button cap
608a, 608b, and 608c may include one or more sensors for
determining when a button has been pressed and/or one or more
communications interfaces for transmitting an indication that the
button has been pressed
According to different embodiments, various mechanisms may be used
to affix the button cap panel 608 in position over the button
projectors 604a, 604b, and 604c. For example, the button cap panel
608 may be attached using one or more snaps, bolts, screws, locks,
etc.
In some embodiments, the button cap panel 608 may be removable. For
example, a casino employee or service person may be able to remove
a button cap panel positioned over button projectors on a gaming
machine. In this example, removal of the button cap assembly may
require one or more keys or special tools to inhibit tampering with
the projection button panel by unauthorized individuals.
A projection button panel configured or designed to include a
removable button cap panel may permit easier and/or cheaper
servicing and/or maintenance of the projection button panel. For
example, defective parts (e.g., sensors, mechanical actuators,
touch screens, button projectors, etc.) could be replaced with
working parts. As another example, old or outdated parts could be
replaced with updated parts.
A projection button panel configured or designed to include a
removable button cap panel may also allow the projection button
panel to be more configurable than would be the case without a
removable button cap panel. In one or more embodiments, a button
cap panel could be removed and replaced with a different button cap
panel having a different number, size, shape, or configuration of
button caps. For example, a button cap may be an oval, triangle,
circle, square, rectangle, or any other shape.
In one or more embodiments, the components included in the button
cap panel 608 may be relatively inexpensive compared to the button
projectors 604a, 604b, and 604c. Thus, separating the button panel
components from the button projectors may significantly reduce
costs associated with construction, maintenance, and/or
configuration of the projection button panel.
According to various embodiments, different numbers,
configurations, sizes, types, and shapes of button caps may be
used. Further, it is not necessary that all button caps cover
projector buttons. For example, some button caps may cover
conventional video display buttons or even fixed display buttons.
As another example, some button caps may cover and/or incorporate
one or more touch screen elements.
According to various embodiments, different numbers,
configurations, sizes, types, and shapes of button projectors may
be used. Further, it is not necessary that all button projectors
present in the projection button panel be covered by button caps.
For example, in order to accommodate one or more games in which
fewer buttons are needed, a projection button assembly may include
a button cap panel that includes one or more substantially opaque
sections that shields from view one or more button projectors.
FIG. 7 shows a diagram representing a projection button panel,
constructed in accordance with one embodiment of the present
invention. The diagram of projection button panel 700 shown in FIG.
7 is a simplified representation used to illustrate certain
features of a projection button according to at least one
embodiment. Thus, an actual projection button panel may include one
or more components not illustrated in FIG. 7.
The projection button panel 700 includes button projectors 704a,
704b, and 704c. The projection button panel 700 also includes an
intermediate button panel 708, which includes intermediate button
assemblies 708a, 708b, and 708c. The intermediate button panel 708
may be positioned over button projectors 704a, 704b, and 704c. The
projection button panel 700 also includes a button cap panel 712,
which includes button caps 712a, 712b, and 712c. The button cap
panel 708 may be positioned over intermediate button panel 708.
In many ways, the projection button panel 700 shown in FIG. 7 may
be substantially similar to the projection button panel 800 shown
in FIG. 8. However, in contrast to FIG. 8, FIG. 7 shows a
projection button panel 800 in which the button caps are separate
from one or more intermediate button components, such as one or
more electromechanical sensors, lenses, etc.
Each intermediate button assembly 708a, 708b, and 708c includes one
or more sensors configured to transmit, when the respective button
is pressed, a signal indicating that the respective button has been
activated. In the projection button panel 700 illustrated in FIG.
7, each intermediate button assembly also includes a projection
surface to display one or more images projected by one or more
underlying button projectors.
However, in different embodiments, one or more button caps may
include a projection surface to display one or more images
projected by one or more underlying button projectors. For example,
the intermediate button panel 708 may include one or more
transparent or substantially transparent sections to transmit light
emitted by one or more underlying button projectors.
According to different embodiments, various mechanisms may be used
to affix the intermediate button panel 708 and/or button cap panel
712 in position over the button projectors 704a, 704b, and 704c.
For example, the button cap panel 708 may be attached using one or
more snaps, bolts, screws, and/or locks.
In some embodiments, one or more of the intermediate button panel
708 and the button cap panel 712 may be removable. For example, a
casino employee or service person may be able to remove a button
cap panel positioned over button projectors on a gaming machine. In
this example, removal of the button cap assembly 712 and/or
intermediate button panel 708 may require one or more keys or
special tools to inhibit tampering with the projection button panel
by unauthorized individuals.
A projection button panel configured or designed to include a
removable intermediate button panel and/or button cap panel may
permit easier and/or cheaper servicing and/or maintenance of the
projection button panel. For example, defective parts (e.g.,
sensors, mechanical actuators, touch screens, button projectors,
etc.) could be replaced with working parts. As another example, old
or outdated parts could be replaced with updated parts.
Additionally, or alternately, a projection button panel configured
or designed to include a removable a removable intermediate button
panel and/or button cap panel may allow the projection button panel
to be more configurable than would be the case if one or more
panels were not removable. For example, a button cap panel could be
removed and replaced with a different button cap panel having a
different number, size, shape, or configuration of button caps. As
another example, an intermediate button panel could be removed and
replaced with a different intermediate button panel having a
different number, size, shape, or configuration of intermediate
button assemblies.
In one or more embodiments, the button cap panel 712 may include
one or more lenses or other optical components designed to display
the projected images at a size appropriate for the button caps in
the button cap panel 712. Thus, a replacement button cap panel
having button caps of sizes and/or shapes that are different from
the original button cap panel may still display projected images in
a manner appropriate to the button caps in the replacement button
cap panel.
According to various embodiments, different numbers,
configurations, sizes, types, and shapes of button caps, button
projectors, and intermediate button assemblies may be used. For
example, as is illustrated in FIG. 7, button caps may be of
different sizes. As another example, one or more intermediate
button assemblies may be larger or smaller than other intermediate
button assemblies (e.g., to accommodate a larger or smaller button
cap).
Further, it is not necessary that the projection button panel 700
have a 1 to 1 to 1 correspondence between button caps, intermediate
button assemblies, and button projectors. For example, a single
button cap may be used to cover a plurality of intermediate button
assemblies and/or button projectors. As another example, a single
intermediate button assembly may be used to cover a plurality of
button projectors. As yet another example, some button caps may
cover conventional video display buttons, fixed display buttons, or
one or more touch screen elements.
FIG. 8 shows a diagram representing a side view of a button panel,
constructed in accordance with one embodiment of the present
invention. Button panel 800 includes projection button assemblies
804a and 804b, which are coupled to projection button caps 808a and
808b. Button panel 800 also includes conventional buttons 812a,
812b, and 812c.
As is illustrated in FIG. 8, in some embodiments projection buttons
may be used in conjunction with conventional buttons in a button
panel 800 on a gaming machine. For example, user input options that
often have a fixed function and label, such as a "Deal" button, may
correspond to one or more conventional static buttons, while user
input options corresponding to game-specific options may be
provided by one or more projection buttons.
Further, projection buttons according to one or more embodiments
described herein may be used in conjunction with a button panel 800
designed for other types of buttons (e.g., one or more button panel
800s available from IGT, Inc., of Reno, Nev.). The IGT button panel
800 can be fitted into the various IGT gaming machine
platforms.
According to various embodiments, the button panel 800 may be
mounted to the gaming machines in various ways. In one or more
embodiments, the gaming machine includes a front door mounted to a
gaming machine cabinet. The machine also includes a main display,
which shows outcomes of games played by the player.
In one or more embodiments, such as the G22 machine or the SAVP
machine available from IGT, the button panel 800 may be mounted
directly to the front door of the machine, in an armrest portion of
the door. In other embodiments, such as the BC-20 machine available
from IGT, the button panel 800 may be mounted to a separate armrest
casing, which is attached to and protrudes from the front door. In
the BC-20 machine, the armrest casing may encase inner components
of the button panel 800.
An example of a gaming machine that may include a button panel
similar to the button panel 800 is gaming machine 2 shown in FIG.
12. The gaming machine 2 will be discussed in greater detail in
subsequent passages of this specification.
In one or more embodiments, the front door may open to provide
access to an interior region of the cabinet. When the button panel
800 is attached to the front door, either directly or indirectly,
the button panel 800 moves with the front door when the door is
opened.
In one or more embodiments, the button panel 800 may include a
plurality of mechanical projection buttons mounted to the button
panel 800, and protective lenses exposed through openings in the
button panel 800. A player can press the exposed portion of the
protective lens to actuate a switch inside the projection button,
as discussed herein. A button projector situated under the
protective lens of a projection button may display, for example, a
legend that identifies the projection button's function.
However, it should be noted that the projection button does not
necessarily include a mechanical actuator. For example, one or more
projection buttons associated with the button assembly may
alternately, or additionally, include a touch sensor,
electromagnetic sensor, or any other sensor for detecting user
input.
One or more projection buttons may be connected along a strip of
ribbon cable. One or more projection button may interface with a
respective ribbon cable PCB connector on the ribbon cable. Each
ribbon cable PCB connector on the ribbon cable may have a specific
address, so different projection buttons are separately
addressable.
The ribbon cable may be connected at one end to a panel
configuration board. The panel configuration board may be
electrically connected to a controller, such as the
"Black-Fin"controller available from IGT, by an cable (e.g., an
HDMI cable). The panel configuration board may have DIP switches,
which identify the button panel 800 configuration.
The panel configuration board may provide signals carried on the
ribbon cable to the cable that lead to the Black-Fin controller.
The panel configuration board may also communicate the
configuration of the button panel 800 as governed by the DIP
switches. The Black-Fin controller may control the dynamic buttons
via the panel configuration board and, In one or more embodiments,
may control other devices of the gaming machine, such as bonus
wheels. The Black-Fin controller may also be connected to the
gaming machine processor.
In one or more embodiments, the Black-Fin controller may can be
mounted to the gaming machine door or in the interior of the gaming
machine cabinet. The panel configuration board may be mounted to
the front door (e.g., connected to one end of the ribbon
cable).
In one or more embodiments, the ribbon cable may have PCB
connectors spaced along its length. Each ribbon cable PCB connector
may interface with a respective projection button. In particular,
the connection may be made between the ribbon cable PCB connector
and a counterpart button interface integral with the projection
button.
The addressed PCB connectors on the ribbon cable may be spaced
apart from one another along the length of the ribbon cable. The
PCB connectors on the ribbon cable may connect to the respective
interfaces on the rear sides of the projection buttons. In one or
more embodiments, the ribbon cable PCB connector may be manually
unplugged from its respective button interface.
In some instances, when a button panel 800 in a gaming machine is
replaced, the entire assembly, including the projection buttons,
all of the components internal to the projection button, and the
ribbon cable (including ribbon cable PCB connectors) are removed
from the machine and replaced. In other instances, however, the
ribbon cable PCB connectors are unplugged from their respective
button interfaces and connected to a set of replacement projection
buttons. Thus, in some button panel 800 replacements, the same
ribbon cable and PCB connectors may be used with both the original
projection buttons and the replacement projection buttons.
Each projection button may include a button projector and
projection surface, which may be covered by a protective lens. The
button projector and projection surface may be seated in an
actuator, which, in turn, may be seated in a button casing. The
protective lens may attach to the actuator. A circular PCB may be
securely mounted within a rear channel of the button casing, and
may interfaces with the button projector by virtue of an interface
card. The PCB may have a switch mounted on one side, facing the
actuator. Thus, the PCB may be referred to herein as the
"switch-mounted PCB." The button interface may be mounted directly
to the switch-mounted PCB on the opposite side of the switch.
In one or more embodiments, a mounting piece or bezel may frame the
button casing, and a locking nut may screw onto the rear channel of
the button casing to secure the bezel and the button casing to a
button panel 800 of the machine. In particular, the button panel
800 may be situated between the bezel and a lip portion of the
button casing. Thus, screwing the nut onto the channel may tighten
the button panel 800 between the button casing lip and the
bezel.
In one or more embodiments, a spring may be disposed between the
actuator and the button casing. In its natural, uncompressed state,
the spring holds the actuator in an elevated position above the
switch. A user pressing on the protective lens causes the spring to
compress, as the protective lens and the actuator move towards the
switch-mounted PCB. The button casing may be held in place with
respect to the button panel 800 by the nut and the bezel. The
switch-mounted PCB may also be held in place by virtue of being
secured within the rear channel of the button casing. And the
button projector may be held in place by virtue of its mounting to
the button casing. In this way, pressing of the protective lens
causes the actuator to actuate the switch. Actuation of the switch
causes a signal to be sent to the Black-Fin controller via the
ribbon cable PCB connector, ribbon cable, and the panel
configuration board.
In some embodiments, one or more projection buttons may
interoperate with electronic controls and/or sockets for
conventional buttons. Thus, conventional video display buttons may
be individually replaced with projection buttons (e.g., as the
conventional buttons wear out). This may allow the advantages of
using new projection buttons without the attendant cost of
replacing all buttons at once.
FIG. 9 shows a diagram representing a side view of a touch screen
projection button panel, constructed in accordance with one
embodiment of the present invention.
Touch screen projection button panel 900 includes a button
projector 904, which is positioned beneath a touch screen 908. The
touch screen 908 includes touch screen segments 912 and 916. One or
more projection buttons 924 are surrounded by light piping 920.
The button projector 904 may project one or more images onto the
touch screen 908. For example, the button projector 904 may project
one or more images associated with a button. As another example,
the button projector 904 may project one or more images associated
with information presented in associated with the presentation of a
wager-based game. The button projector 904 may be substantially
similar to other button projectors described herein, such as for
example the button projector 104 illustrated in FIG. 1.
The touch screen 908 shown in FIG. 9 is a single, flat sheet.
However, according to various embodiments, various types of touch
screens may be used. For example, one or more curved, bent, angled,
or otherwise irregularly shaped touch screens may be used. In some
embodiments, the use of a button projector 904 rather than a
conventional video display for creating a touch screen display may
significantly reduce costs and/or engineering difficulty, since
using a button projector may eliminate the need for including a
video display.
In some embodiments, the touch screen 908 includes a layer that is
partially opaque. Such a layer may function as a projection
surface, similar to other projection surfaces discussed herein.
Thus, light may be projected onto the layer from the button
projector 904 so as to be visible at the surface of the touch
screen 908.
As is shown in FIG. 9, the touch screen 908 may be divided into
touch screen segments, such as touch screen segments 912 and 916.
In some embodiments, each touch screen segment may be a separate
button, video display area, image display area, etc. Although only
two touch screen segments are shown in FIG. 9, various embodiments
may include any number of touch screen segments. Dividing the touch
screen 908 into segments may assist in creating the impression of
having different buttons on the touch screen.
In one or more embodiments, the divisions between touch screen
segments may be a visual effect generated by the button projector
904. For example, the button projector 904 may display distinct
images or videos in different segments of the touch screen 908.
This may allow one or more projection buttons to be dynamically
reconfigured. For example, projection buttons of different sizes or
shapes could be created by the button projector 904 so as to
correspond to the wager-based game being played.
In one or more embodiments, one or more buttons 924 may be
highlighted by light piping 920. Light piping 920 may be
illuminated by the button projector 904. Light may be routed to the
light piping 920 from the button projector using, for example,
laser projection, fiber optic cables, or other light directing
techniques. Alternately, or additionally, light piping 920 may be
coupled with a light source to generate a lighted effect at the
surface of the button panel.
In some embodiments, light piping 920 may be physically raised from
the surface of the touch screen 908. Alternately, light piping 920
may be inset or flush with the surface of the touch screen 908.
Light piping 920 may be used to focus a player's attention on one
or more buttons, to indicate game state, to attract users, or for
any other purpose. For example, light piping 920 may be illuminated
at appropriate times to indicate that one or more buttons are
activated and/or important. As another example, light piping 920
may be illuminated whenever the gaming machine is in operation to
indicate one or more particularly important buttons (e.g., a
Deal/Draw button).
Alternately, or additionally, the divisions between touch screen
segments may physical divisions associated with the touch screen
and/or may be created by placing a physical barrier on top of the
touch screen (e.g., stickers, silk-screen, etc.).
In some embodiments, one or more portions of the touch screen
(e.g., one or more of touch screen segments 912 and 916) may be
designed and/or configured to not display images. For example, one
or more portions of the touch screen 908 may be formed of a opaque
or substantially opaque material. As another example one or more
portions of the touch screen may be covered by an opaque or
substantially opaque material (e.g., a sticker). As yet another
example, the button projector 904 may be configured to display one
or more blank segments on the touch screen 908.
Although only a single button projector 904 is shown in FIG. 9,
some embodiments may include a plurality of button projectors. For
example, different button projectors may be positioned beneath
different portions of the touch screen 908. As another example, one
or more button projectors 104 may be positioned beneath overlapping
portions of the touch screen 908. As yet another example, multiple
button projectors may be positioned to generate at least partially
duplicative button images (e.g., to increase the brightness of the
images).
Further, although only a single touch screen component is shown in
FIG. 9, some embodiments may include a plurality of touch screens.
For example, one or more button projectors may be configured to
project light onto a plurality of different touch screen that are
physically separated (e.g., on the surface of a gaming
machine).
Also, although the touch screen shown in FIG. 9 is flat, some
embodiments may include one or more touch screens of a different
shape. For example, a touch screen may have one or more
raised-surface touch buttons. As another example, a touch screen
may have one or more dynamically-shaped buttons (e.g., using vacuum
pressure).
FIG. 10 shows a diagram representing a side view of a gaming
machine display area, constructed in accordance with one embodiment
of the present invention. The gaming machine display area 1000
includes display 1004, top bezel 1008, bottom bezel 1012, and
projection button panel 1016. The diagram of the gaming machine
display area 1000 shown in FIG. 10 is a simplified representation
used to illustrate certain features of a gaming machine display
area according to at least one embodiment. Thus, an actual gaming
machine display area may include one or more components not
illustrated in FIG. 10.
The gaming machine associated with gaming machine display area 1000
may be used to display any type of wager-based game, such as, video
poker, video blackjack, keno, bingo, etc. Additional details
regarding wager-based gaming machines are discussed herein, for
example with respect to FIG. 13.
The display 1004 may be any type of display used in a gaming
machine. For example, the display 1004 may be a video display
(e.g., an LCD display, an CRT display, an LED display, an OLED
display, etc.). As another example, the display 1004 may be a clear
sheet through which conventional mechanical slot reels or other
mechanical gaming machine components may be viewed.
The top bezel 1008 and bottom bezel 1012 may be any type of fixture
located at the edge of the display 1004. In one or more
embodiments, the top bezel 1008 and/or bottom bezel 1012 may
include lighting, stickers, or other display features. In addition,
or alternately, the top bezel 1008 and/or bottom bezel 1012 may
serve to protect the display 1004 (e.g., by forming a seal at the
edge of the display 1004).
In one or more embodiments, the bezel may include one or more
components associated with generating a touch screen surface for
operation of the one or more projection buttons. For example, the
bezel may include an infrared emitter and/or infrared sensor for
detecting user input. In such an embodiment, a projection button
panel may be generated on a variety of surfaces (e.g., a table, bar
top, etc.).
Although the gaming machine display area 1000 illustrated in FIG.
10 includes only a top bezel 1008 and a bottom bezel 1012, some
embodiments (not shown) may include one or more side bezels in
addition to, or instead of, a top bezel and/or bottom bezel.
Further, although the top bezel 1008 and bottom bezel 1012
illustrated in FIG. 10 are shown as raised from the surface of the
gaming machine and display 1004, some embodiments (not shown) may
include one or more bezels that are flush or substantially flush
with the surface of the gaming machine and/or display.
As shown in FIG. 10, the bottom bezel 1004 includes one or more
button projectors for projecting one or more images onto the
projection button panel 1016. The one or more button projectors
included in the bottom bezel 1004 may be substantially similar to
other button projectors described herein, such as for example the
button projector 104 illustrated in FIG. 1. According to different
embodiments, various numbers, types, and/or configures of button
projectors may be used.
The projection button panel 1016 may include any type, number,
shape, size, color, and/or configuration of buttons. Further, the
projection button panel 1016 may include one or more mechanical
buttons, touch screen buttons, etc. In some embodiments, the
projection button panel 1016 may be substantially similar to other
button panels described herein, such as for example button panel
800 shown in FIG. 8 and/or touch screen 908 shown in FIG. 9.
One or more of the buttons on the projection button panel 1016
include a projection surface for displaying one or more images
generated by one or more button projectors. The projection surface
may be any surface suitable for receiving and displaying an image
projected by the one or more button projectors included in the
bottom bezel 1004. In order to display the projected image, the
projection surface may be at least partially opaque.
For example, the projection surface may be a partially opaque
surface associated with a touch screen. As another example, the
projection surface may be a partially opaque surface on a
mechanical button. In this way, the button panel 1016 may include
dynamic buttons without requiring that a display mechanism be
included in or behind the button panel itself.
Including one or more button projectors in a gaming machine bezel
as opposed to beneath the projection button panel may reduce impact
on the button projectors due to repeated pressing of the buttons.
Such positioning may also ease the engineering constraints inherent
in positioning button projectors beneath a button panel by reducing
the thickness of the button panel, reducing the number and/or
complexity of the electrical and/or mechanical components, etc.
Additionally, or alternately, such positioning may create an
interesting visual experience for the user.
FIG. 11 shows a diagram representing a side view of a gaming
machine display area, constructed in accordance with one embodiment
of the present invention. The gaming machine display area 1100
includes a display 1104, a top bezel 1108, a bottom bezel 1112, and
a projection button panel 1116. One or more components illustrated
in FIG. 11 may be substantially similar to the corresponding
components illustrated in FIG. 10. For example, the projection
button panel 1116 may be substantially similar to the projection
button panel 1016 illustrated in FIG. 10. As another example, the
display 1104 may be substantially similar to the display 1004
illustrated in FIG. 10.
In contrast to FIG. 10, gaming machine display area 1100
illustrated in FIG. 11 includes one or more button projectors in
the top bezel 1108. In some embodiments, including one or more
button projectors in the top bezel may help reduce optical
distortion associated with the projected button images, since a
button projector located in the top bezel may project light onto
the button panel 1116 at an angle closer to vertical than when
light is projected from the bottom bezel 1108.
FIGS. 10 and 11 show embodiments in which one or more button
projectors are located in the top bezel and bottom bezel,
respectively. However, in different embodiments (not shown), a
gaming machine may include one or more button projectors in a side
bezel or other location around the gaming machine. Additionally,
and alternately, a gaming machine may include one or more button
projectors in two different locations. For example, a gaming
machine may include one or more button projectors in both the top
and bottom bezel. Such a configuration may, for example, provide a
unique visual experience to the user and/or ensure that button
images continue to be displayed on the button panel even if the
line of sight between one or more button projectors and the button
panel is totally or partially interrupted.
As is shown in FIGS. 10 and 11, some embodiments may include one or
more projectors that project a button image onto a surface at an
oblique angle. An image projected onto a surface at an oblique
angle may suffer from distortion such as keystoning unless such
distortion is corrected. However, one or more embodiments may be
configured to correct such distortion using hardware (e.g., one or
more lenses) and/or software (e.g., by transforming the image).
Furthermore, one or more projectors may be configured to project
images other than button labels. For example, a projector may
project signage, game information, promotional information, or any
other information onto various surfaces of the gaming machine.
Gaming Machine
FIG. 12 shows a perspective view of a gaming machine 2, constructed
in accordance with one embodiment of the present invention. The
gaming devices and gaming functions described with respect to at
least FIG. 12 may be used in conjunction with one or more of the
projection button techniques described above with respect to FIGS.
1-11.
As illustrated in the example of FIG. 12, machine 2 includes a main
cabinet 4, which generally surrounds the machine interior and is
viewable by users. The main cabinet includes a main door 8 on the
front of the machine, which opens to provide access to the interior
of the machine.
In one embodiment, attached to the main door is at least one
payment acceptor 28 and a bill validator 30, and a coin tray 38. In
one embodiment, the payment acceptor may include a coin slot and a
payment, note or bill acceptor, where the player inserts money,
coins or tokens. The player can place coins in the coin slot or
paper money, a ticket or voucher into the payment, note or bill
acceptor. In other embodiments, devices such as readers or
validators for credit cards, debit cards or credit slips may accept
payment. In one embodiment, a player may insert an identification
card into a card reader of the gaming machine. In one embodiment,
the identification card is a smart card having a programmed
microchip or a magnetic strip coded with a player's identification,
credit totals (or related data) and other relevant information. In
another embodiment, a player may carry a portable device, such as a
cell phone, a radio frequency identification tag or any other
suitable wireless device, which communicates a player's
identification, credit totals (or related data) and other relevant
information to the gaming machine. In one embodiment, money may be
transferred to a gaming machine through electronic funds transfer.
When a player funds the gaming machine, the master gaming
controller 46 or another logic device coupled to the gaming machine
determines the amount of funds entered and displays the
corresponding amount on the credit or other suitable display as
described above.
In one embodiment attached to the main door are a plurality of
player-input switches or buttons 32. The input switches can include
any suitable devices which enables the player to produce an input
signal which is received by the processor. In one embodiment, after
appropriate funding of the gaming machine, the input switch is a
game activation device, such as a pull arm or a play button which
is used by the player to start any primary game or sequence of
events in the gaming machine. The play button can be any suitable
play activator such as a bet one button, a max bet button or a
repeat the bet button. In one embodiment, upon appropriate funding,
the gaming machine may begin the game play automatically. In
another embodiment, upon the player engaging one of the play
buttons, the gaming machine may automatically activate game play.
In some embodiments, one or more of the play buttons may be a
projection button.
In one embodiment, one input switch is a bet one button. The player
places a bet by pushing the bet one button. The player can increase
the bet by one credit each time the player pushes the bet one
button. When the player pushes the bet one button, the number of
credits shown in the credit display preferably decreases by one,
and the number of credits shown in the bet display preferably
increases by one. In another embodiment, one input switch is a bet
max button (not shown), which enables the player to bet the maximum
wager permitted for a game of the gaming machine.
In one embodiment, one input switch is a cash-out button. The
player may push the cash-out button and cash out to receive a cash
payment or other suitable form of payment corresponding to the
number of remaining credits. In one embodiment, when the player
cashes out, the player may receive the coins or tokens in a coin
payout tray. In one embodiment, when the player cashes out, the
player may receive other payout mechanisms such as tickets or
credit slips redeemable by a cashier (or other suitable redemption
system) or funding to the player's electronically recordable
identification card. Details of ticketing or voucher system that
may be utilized with the present invention are described in
co-pending U.S. patent application Ser. No. 10/406,911, filed Apr.
2, 2003, by Rowe, et al., and entitled, "Cashless Transaction
Clearinghouse," which is incorporated herein by reference and for
all purposes.
In one embodiment, one input switch is a touch-screen coupled with
a touch-screen controller, or some other touch-sensitive overlay to
enable for player interaction with the images on the display. The
images visible on the touch-screen may be generated by a button
projector, in accordance with the techniques described herein. A
player may make decisions and input signals into the gaming machine
by touching the touch-screen at the appropriate places.
In one embodiment, the gaming machine may further include a
plurality of communication ports for enabling communication of the
gaming machine processor with external peripherals, such as
external video sources, expansion buses, game or other displays, an
SCSI port or a key pad.
As seen in FIG. 12, viewable through the main door is a video
display monitor 34 and an information panel 36. The display monitor
34 will typically be a cathode ray tube, high resolution flat-panel
LCD, SED based-display, plasma display, a television display, a
display based on light emitting diodes (LED), a display based on a
plurality of organic light-emitting diodes (OLEDs), a display based
on polymer light-emitting diodes (PLEDs), a display including a
projected and/or reflected image or any other suitable electronic
device or display. The information panel 36 or belly-glass 40 may
be a static back-lit, silk screened glass panel with lettering to
indicate general game information including, for example, a game
denomination (e.g. $0.25 or $1) or a dynamic display, such as an
LCD, an OLED or E-INK display. In another embodiment, at least one
display device may be a mobile display device, such as a PDA or
tablet PC, that enables play of at least a portion of the primary
or secondary game at a location remote from the gaming machine. The
display devices may be of any suitable size and configuration, such
as a square, a rectangle or an elongated rectangle.
The display devices of the gaming machine are configured to display
at least one and preferably a plurality of game or other suitable
images, symbols and indicia such as any visual representation or
exhibition of the movement of objects such as mechanical, virtual
or video reels and wheels, dynamic lighting, video images, images
of people, characters, places, things and faces of cards, and the
like. In one alternative embodiment, the symbols, images and
indicia displayed on or of the display device may be in mechanical
form. That is, the display device may include any electromechanical
device, such as one or more mechanical objects, such as one or more
rotatable wheels, reels or dice, configured to display at least one
or a plurality of game or other suitable images, symbols or
indicia. In another embodiment, the display device may include an
electromechanical device adjacent to a video display, such as a
video display positioned in front of a mechanical reel. In another
embodiment, the display device may include dual layered video
displays which co-act to generate one or more images.
The bill validator 30, player-input switches 32, video display
monitor 34, and information panel are gaming devices that may be
used to play a game on the game machine 2. According to a specific
embodiment, the devices may be controlled by code executed by a
master gaming controller 46 housed inside the main cabinet 4 of the
machine 2. The master gaming controller may include one or more
processors including general purpose and specialized processors,
such as graphics cards, and one or more memory devices including
volatile and non-volatile memory. The master gaming controller 46
may periodically configure and/or authenticate the code executed on
the gaming machine.
In one embodiment, the gaming machine may include a sound
generating device coupled to one or more sounds cards. In one
embodiment, the sound generating device includes at least one and
preferably a plurality of speakers or other sound generating
hardware and/or software for generating sounds, such as playing
music for the primary and/or secondary game or for other modes of
the gaming machine, such as an attract mode. In one embodiment, the
gaming machine provides dynamic sounds coupled with attractive
multimedia images displayed on one or more of the display devices
to provide an audio-visual representation or to otherwise display
full-motion video with sound to attract players to the gaming
machine. During idle periods, the gaming machine may display a
sequence of audio and/or visual attraction messages to attract
potential players to the gaming machine. The videos may also be
customized for or to provide any appropriate information.
In one embodiment, the gaming machine may include a sensor, such as
a camera that is selectively positioned to acquire an image of a
player actively using the gaming machine and/or the surrounding
area of the gaming machine. In one embodiment, the camera may be
configured to selectively acquire still or moving (e.g., video)
images and may be configured to acquire the images in either an
analog, digital or other suitable format. The display devices may
be configured to display the image acquired by the camera as well
as display the visible manifestation of the game in split screen or
picture-in-picture fashion. For example, the camera may acquire an
image of the player and the processor may incorporate that image
into the primary and/or secondary game as a game image, symbol or
indicia.
Games Played
Many different types of games, including mechanical slot games,
video slot games, video poker, video black jack, video pachinko and
lottery, may be provided with gaming machines of this present
invention. In particular, the gaming machine 2 may be operable to
provide a play of many different games of chance. The games may be
differentiated according to themes, sounds, graphics, type of game
(e.g., slot game vs. card game), denomination, number of paylines,
maximum jackpot, progressive or non-progressive, bonus games,
etc.
In one embodiment, the gaming machine 2 may be operable to enable a
player to select a game of chance to play from a plurality of
different games available on the gaming machine. For example, the
gaming machine may provide a menu with a list of the different
games that are available for play on the gaming machine and a
player may be able to select from the list a first game of chance
that they wish to play. In one such embodiment, a memory device of
the remote host stores different game programs and instructions,
executable by a gaming machine processor, to control the gaming
machine. Each executable game program represents a different game
or type of game, which may be played on one or more of the gaming
machines in the gaming system. Such different games may include the
same or substantially the same game play with different pay tables.
In different embodiments, the executable game program is for a
primary game, a secondary game or both. In another embodiment, the
game program may be executable as a secondary game to be played
simultaneous with the play of a primary game (which may be
downloaded to or fixed on the gaming machine) or vice versa.
In one such embodiment, each gaming machine includes at least one
or more display devices and/or one or more input switches for
interaction with a player. A local processor, such as the
above-described gaming machine processor or a processor of a local
server, is operable with the display device(s) and/or the input
switch(es) of one or more of the gaming machines. In operation, the
remote host is operable to communicate one or more of the stored
game programs to at least one local gaming machine processor. In
different embodiments, the stored game programs are communicated or
delivered by embedding the communicated game program in a device or
a component (e.g., a microchip to be inserted in a gaming machine),
writing the game program on a disc or other media, downloading or
streaming the game program over a dedicated data network, internet
or a telephone line. In different embodiments, the stored game
programs are downloaded in response to a player inserting a player
tracking card, a player selecting a specific game program, a player
inserting a designated wager amount, the remote host communicating
data to the gaming device regarding an upcoming tournament or
promotion or any other suitable trigger. After the stored game
programs are communicated from the remote host, the local gaming
machine processor executes the communicated program to facilitate
play of the communicated program by a player through the display
device(s) and/or input switch(s) of the gaming machine. That is,
when a game program is communicated to a local gaming machine
processor, the local gaming machine processor changes the game or
type of game played at the gaming machine. In some embodiments, the
game program received at the gaming machine may include information
for generating different button images on one or more projection
buttons.
In one embodiment, the various games available for play on the
gaming machine 2 may be stored as game software on a mass storage
device in the gaming machine. In one such embodiment, the memory
device of the gaming machine stores program codes and instructions,
executable by the gaming machine processor, to control the games
available for play on the gaming machine. The memory device also
stores other data such as image data, event data, player input
data, random or pseudo-random number generators, pay-table data or
information and applicable game rules that relate to the play of
the gaming machine. In another embodiment, the games available for
play on the gaming machine may be generated on a remote gaming
device but then displayed on the gaming machine.
In one embodiment, the gaming machine 2 may execute game software,
such as but not limited to video streaming software that enables
the game to be displayed on the gaming machine. When a game is
stored on the gaming machine 2, it may be loaded from the mass
storage device into a RAM for execution. In some cases, after a
selection of a game, the game software that enables the selected
game to be generated may be downloaded from a remote gaming device,
such as another gaming machine.
As illustrated in the example of FIG. 12, the gaming machine 2
includes a top box 6, which sits on top of the main cabinet 4. The
top box 6 houses a number of devices, which may be used to add
features to a game being played on the gaming machine 2, including
speakers 10, 12, 14, a ticket printer 18 which prints bar-coded
tickets 20, a key pad 22 for entering player tracking information,
a display 16 (e.g., a video LCD display) for displaying player
tracking information, a card reader 24 for entering a magnetic
striped card containing player tracking information, and a video
display screen 45. The ticket printer 18 may be used to print
tickets for a cashless ticketing system. Further, the top box 6 may
house different or additional devices not illustrated in FIG. 12.
For example, the top box may include a bonus wheel or a back-lit
silk screened panel which may be used to add bonus features to the
game being played on the gaming machine. As another example, the
top box may include a display for a progressive jackpot offered on
the gaming machine. During a game, these devices are controlled and
powered, in part, by circuitry (e.g. a master gaming controller 46)
housed within the main cabinet 4 of the machine 2.
It will be appreciated that gaming machine 2 is but one example
from a wide range of gaming machine designs on which the present
invention may be implemented. For example, not all suitable gaming
machines have top boxes or player tracking features. Further, some
gaming machines have only a single game display--mechanical or
video, while others may have multiple displays.
Networks
In various embodiments, the remote gaming device may be connected
to the host computer via a network of some type such as a local
area network, a wide area network, an intranet or the Internet. In
one such embodiment, a plurality of the gaming machines may be
capable of being connected together through a data network. In one
embodiment, the data network is a local area network (LAN), in
which one or more of the gaming machines are substantially
proximate to each other and an on-site remote host as in, for
example, a gaming establishment or a portion of a gaming
establishment. In another embodiment, the data network is a wide
area network (WAN) in which one or more of the gaming machines are
in communication with at least one off-site remote host. In this
embodiment, the plurality of gaming machines may be located in a
different part of the gaming establishment or within a different
gaming establishment than the off-site remote host. Thus, the WAN
may include an off-site remote host and an off-site gaming machine
located within gaming establishments in the same geographic area,
such as a city or state. The WAN gaming system may be substantially
identical to the LAN gaming system described above, although the
number of gaming machines in each system may vary relative to each
other.
In another embodiment, the data network is an internet or intranet.
In this embodiment, the operation of the gaming machine can be
viewed at the gaming machine with at least one internet browser. In
this embodiment, operation of the gaming machine and accumulation
of credits may be accomplished with only a connection to the
central server or controller (the internet/intranet server) through
a conventional phone or other data transmission line, digital
subscriber line (DSL), T-1 line, coaxial cable, fiber optic cable,
or other suitable connection. In this embodiment, players may
access an internet game page from any location where an internet
connection and computer, or other internet facilitator is
available. The expansion in the number of computers and number and
speed of internet connections in recent years increases
opportunities for players to play from an ever-increasing number of
remote sites. It should be appreciated that enhanced bandwidth of
digital wireless communications may render such technology suitable
for some or all communications, particularly if such communications
are encrypted. Higher data transmission speeds may be useful for
enhancing the sophistication and response of the display and
interaction with the player.
In another embodiment, the remote gaming device may be a portable
gaming device such as but not limited to a cell phone, a personal
digital assistant, and a wireless game player. Images rendered from
3-D gaming environments may be displayed on portable gaming devices
that are used to play a game of chance. Further a gaming machine or
server may include gaming logic for commanding a remote gaming
device to render an image from a virtual camera in a 3-D gaming
environments stored on the remote gaming device and to display the
rendered image on a display located on the remote gaming device. In
addition, various combinations of gaming devices are possible on
the gaming machine. For example, some gaming machine only accept
cash, cashless vouchers or electronic fund transfers and do not
include coin acceptors or coin hoppers. Thus, those of skill in the
art will understand that the present invention, as described below,
can be deployed on most any gaming machine now available or
hereafter developed.
In another embodiment, the gaming machine disclosed herein is
operable over a wireless network, such as part of a wireless gaming
system. In this embodiment, the gaming machine may be a hand held
device, a mobile device or any other suitable wireless device that
enables a player to play any suitable game at a variety of
different locations. It should be appreciated that a gaming machine
as disclosed herein may be a device that has obtained approval from
a regulatory gaming commission or a device that has not obtained
approval from a regulatory gaming commission.
Gaming Machine vs. General-Purpose Computer
Some preferred gaming machines of the present assignee are
implemented with special features and/or additional circuitry that
differentiates them from general-purpose computers (e.g., desktop
PC's and laptops). Gaming machines are highly regulated to ensure
fairness and, in many cases, gaming machines are operable to
dispense monetary awards of multiple millions of dollars.
Therefore, to satisfy security and regulatory requirements in a
gaming environment, hardware and software architectures may be
implemented in gaming machines that differ significantly from those
of general-purpose computers. A description of gaming machines
relative to general-purpose computing machines and some examples of
the additional (or different) components and features found in
gaming machines are described below.
At first glance, one might think that adapting PC technologies to
the gaming industry would be a simple proposition because both PCs
and gaming machines employ microprocessors that control a variety
of devices. However, because of such reasons as 1) the regulatory
requirements that are placed upon gaming machines, 2) the harsh
environment in which gaming machines operate, 3) security
requirements and 4) fault tolerance requirements, adapting PC
technologies to a gaming machine can be quite difficult. Further,
techniques and methods for solving a problem in the PC industry,
such as device compatibility and connectivity issues, might not be
adequate in the gaming environment. For instance, a fault or a
weakness tolerated in a PC, such as security holes in software or
frequent crashes, may not be tolerated in a gaming machine because
in a gaming machine these faults can lead to a direct loss of funds
from the gaming machine, such as stolen cash or loss of revenue
when the gaming machine is not operating properly.
For the purposes of illustration, a few differences between PC
systems and gaming systems will be described. A first difference
between gaming machines and common PC based computers systems is
that gaming machines are designed to be state-based systems. In a
state-based system, the system stores and maintains its current
state in a non-volatile memory, such that, in the event of a power
failure or other malfunction the gaming machine will return to its
current state when the power is restored. For instance, if a player
was shown an award for a game of chance and, before the award could
be provided to the player the power failed, the gaming machine,
upon the restoration of power, would return to the state where the
award is indicated. As anyone who has used a PC, knows, PCs are not
state machines and a majority of data is usually lost when a
malfunction occurs. This requirement affects the software and
hardware design on a gaming machine.
A second important difference between gaming machines and common PC
based computer systems is that for regulation purposes, the
software on the gaming machine used to generate the game of chance
and operate the gaming machine has been designed to be static and
monolithic to prevent cheating by the operator of gaming machine.
For instance, one solution that has been employed in the gaming
industry to prevent cheating and satisfy regulatory requirements
has been to manufacture a gaming machine that can use a proprietary
processor running instructions to generate the game of chance from
an EPROM or other form of non-volatile memory. The coding
instructions on the EPROM are static (non-changeable) and must be
approved by a gaming regulators in a particular jurisdiction and
installed in the presence of a person representing the gaming
jurisdiction. Any changes to any part of the software required to
generate the game of chance, such as adding a new device driver
used by the master gaming controller to operate a device during
generation of the game of chance can require a new EPROM to be
burnt, approved by the gaming jurisdiction and reinstalled on the
gaming machine in the presence of a gaming regulator. Regardless of
whether the EPROM solution is used, to gain approval in most gaming
jurisdictions, a gaming machine must demonstrate sufficient
safeguards that prevent an operator or player of a gaming machine
from manipulating hardware and software in a manner that gives them
an unfair and some cases an illegal advantage. The gaming machine
should have a means to determine if the code it will execute is
valid. If the code is not valid, the gaming machine must have a
means to prevent the code from being executed. The code validation
requirements in the gaming industry affect both hardware and
software designs on gaming machines.
A third important difference between gaming machines and common PC
based computer systems is the number and kinds of peripheral
devices used on a gaming machine are not as great as on PC based
computer systems. Traditionally, in the gaming industry, gaming
machines have been relatively simple in the sense that the number
of peripheral devices and the number of functions the gaming
machine has been limited. Further, in operation, the functionality
of gaming machines were relatively constant once the gaming machine
was deployed, i.e., new peripherals devices and new gaming software
were infrequently added to the gaming machine. This differs from a
PC where users will go out and buy different combinations of
devices and software from different manufacturers and connect them
to a PC to suit their needs depending on a desired application.
Therefore, the types of devices connected to a PC may vary greatly
from user to user depending in their individual requirements and
may vary significantly over time.
Although the variety of devices available for a PC may be greater
than on a gaming machine, gaming machines still have unique device
requirements that differ from a PC, such as device security
requirements not usually addressed by PCs. For instance, monetary
devices, such as coin dispensers, bill validators and ticket
printers and computing devices that are used to govern the input
and output of cash to a gaming machine have security requirements
that are not typically addressed in PCs. Therefore, many PC
techniques and methods developed to facilitate device connectivity
and device compatibility do not address the emphasis placed on
security in the gaming industry.
To address some of the issues described above, a number of
hardware/software components and architectures are utilized in
gaming machines that are not typically found in general purpose
computing devices, such as PCs. These hardware/software components
and architectures, as described below in more detail, include but
are not limited to watchdog timers, voltage monitoring systems,
state-based software architecture and supporting hardware,
specialized communication interfaces, security monitoring and
trusted memory.
For example, a watchdog timer is normally used in International
Game Technology (IGT) gaming machines to provide a software failure
detection mechanism. In a normally operating system, the operating
software periodically accesses control registers in the watchdog
timer subsystem to "re-trigger" the watchdog. Should the operating
software fail to access the control registers within a preset
timeframe, the watchdog timer will timeout and generate a system
reset. Typical watchdog timer circuits include a loadable timeout
counter register to enable the operating software to set the
timeout interval within a certain range of time. A differentiating
feature of the some preferred circuits is that the operating
software cannot completely disable the function of the watchdog
timer. In other words, the watchdog timer always functions from the
time power is applied to the board.
IGT gaming computer platforms preferably use several power supply
voltages to operate portions of the computer circuitry. These can
be generated in a central power supply or locally on the computer
board. If any of these voltages falls out of the tolerance limits
of the circuitry they power, unpredictable operation of the
computer may result. Though most modern general-purpose computers
include voltage monitoring circuitry, these types of circuits only
report voltage status to the operating software. Out of tolerance
voltages can cause software malfunction, creating a potential
uncontrolled condition in the gaming computer. Gaming machines of
the present assignee typically have power supplies with tighter
voltage margins than that required by the operating circuitry. In
addition, the voltage monitoring circuitry implemented in IGT
gaming computers typically has two thresholds of control. The first
threshold generates a software event that can be detected by the
operating software and an error condition generated. This threshold
is triggered when a power supply voltage falls out of the tolerance
range of the power supply, but is still within the operating range
of the circuitry. The second threshold is set when a power supply
voltage falls out of the operating tolerance of the circuitry. In
this case, the circuitry generates a reset, halting operation of
the computer.
The standard method of operation for IGT gaming machine game
software is to use a state machine. Different functions of the game
(bet, play, result, points in the graphical presentation, etc.) may
be defined as a state. When a game moves from one state to another,
critical data regarding the game software is stored in a custom
non-volatile memory subsystem. This is critical to ensure the
player's wager and credits are preserved and to minimize potential
disputes in the event of a malfunction on the gaming machine.
In general, the gaming machine does not advance from a first state
to a second state until critical information that enables the first
state to be reconstructed is stored. This feature enables the game
to recover operation to the current state of play in the event of a
malfunction, loss of power, etc that occurred just prior to the
malfunction. After the state of the gaming machine is restored
during the play of a game of chance, game play may resume and the
game may be completed in a manner that is no different than if the
malfunction had not occurred. Typically, battery backed RAM devices
are used to preserve this critical data although other types of
non-volatile memory devices may be employed. These memory devices
are not used in typical general-purpose computers.
As described in the preceding paragraph, when a malfunction occurs
during a game of chance, the gaming machine may be restored to a
state in the game of chance just prior to when the malfunction
occurred. The restored state may include metering information and
graphical information that was displayed on the gaming machine in
the state prior to the malfunction. For example, when the
malfunction occurs during the play of a card game after the cards
have been dealt, the gaming machine may be restored with the cards
that were previously displayed as part of the card game. As another
example, a bonus game may be triggered during the play of a game of
chance where a player is required to make a number of selections on
a video display screen. When a malfunction has occurred after the
player has made one or more selections, the gaming machine may be
restored to a state that shows the graphical presentation at the
just prior to the malfunction including an indication of selections
that have already been made by the player. In general, the gaming
machine may be restored to any state in a plurality of states that
occur in the game of chance that occurs while the game of chance is
played or to states that occur between the play of a game of
chance.
Game history information regarding previous games played such as an
amount wagered, the outcome of the game and so forth may also be
stored in a non-volatile memory device. The information stored in
the non-volatile memory may be detailed enough to reconstruct a
portion of the graphical presentation that was previously presented
on the gaming machine and the state of the gaming machine (e.g.,
credits) at the time the game of chance was played. The game
history information may be utilized in the event of a dispute. For
example, a player may decide that in a previous game of chance that
they did not receive credit for an award that they believed they
won. The game history information may be used to reconstruct the
state of the gaming machine prior, during and/or after the disputed
game to demonstrate whether the player was correct or not in their
assertion. Further details of a state based gaming system, recovery
from malfunctions and game history are described in U.S. Pat. No.
6,804,763, titled "High Performance Battery Backed RAM Interface",
U.S. Pat. No. 6,863,608, titled "Frame Capture of Actual Game
Play," U.S. application Ser. No. 10/243,104, titled, "Dynamic
NV-RAM," and U.S. application Ser. No. 10/758,828, titled, "Frame
Capture of Actual Game Play," each of which is incorporated by
reference and for all purposes.
In particular embodiments, a state of a gaming device may be
reconstructed from game history information stored in multiple
locations. For instance, in one embodiment, a gaming device
operable to provide an ECI and a game interface simultaneously may
not store state information for the ECI but only for the game
interface. Thus, to reconstruct the state of gaming device
including the ECI in a dispute, after a malfunction or after a
power-failure, game history information may have to be retrieved
from a local memory source on the gaming device and a remote memory
source located on a remote host that provides the ECI. For example,
the remote and gaming machine may store correlation information,
such as timing information or referential information, that allows
events on the gaming machine to be correlated to events occurring
on the remote host. The correlation information stored at the
gaming machine and/or remote host may be used to synchronize the
reconstruction of a game state on the gaming machine. In a
particular embodiment, a remote host that provides ECI services to
a gaming device may provide an ECI that allows archival information
regarding ECIs displayed on a gaming device to be retrieved.
Another feature of gaming machines, such as IGT gaming computers,
is that they often include unique interfaces, including serial
interfaces, to connect to specific subsystems internal and external
to the gaming machine. The serial devices may have electrical
interface requirements that differ from the "standard" EIA 232
serial interfaces provided by general-purpose computers. These
interfaces may include EIA 485, EIA 422, Fiber Optic Serial,
optically coupled serial interfaces, current loop style serial
interfaces, etc. In addition, to conserve serial interfaces
internally in the gaming machine, serial devices may be connected
in a shared, daisy-chain fashion where multiple peripheral devices
are connected to a single serial channel.
The serial interfaces may be used to transmit information using
communication protocols that are unique to the gaming industry. For
example, IGT's Netplex is a proprietary communication protocol used
for serial communication between gaming devices. As another
example, SAS is a communication protocol used to transmit
information, such as metering information, from a gaming machine to
a remote device. Often SAS is used in conjunction with a player
tracking system.
IGT gaming machines may alternatively be treated as peripheral
devices to a casino communication controller and connected in a
shared daisy chain fashion to a single serial interface. In both
cases, the peripheral devices are preferably assigned device
addresses. If so, the serial controller circuitry must implement a
method to generate or detect unique device addresses.
General-purpose computer serial ports are not able to do this.
Security monitoring circuits detect intrusion into an IGT gaming
machine by monitoring security switches attached to access doors in
the gaming machine cabinet. Preferably, access violations result in
suspension of game play and can trigger additional security
operations to preserve the current state of game play. These
circuits also function when power is off by use of a battery
backup. In power-off operation, these circuits continue to monitor
the access doors of the gaming machine. When power is restored, the
gaming machine can determine whether any security violations
occurred while power was off, e.g., via software for reading status
registers. This can trigger event log entries and further data
authentication operations by the gaming machine software.
Trusted memory devices and/or trusted memory sources are preferably
included in an IGT gaming machine computer to ensure the
authenticity of the software that may be stored on less secure
memory subsystems, such as mass storage devices. Trusted memory
devices and controlling circuitry are typically designed to not
enable modification of the code and data stored in the memory
device while the memory device is installed in the gaming machine.
The code and data stored in these devices may include
authentication algorithms, random number generators, authentication
keys, operating system kernels, etc. The purpose of these trusted
memory devices is to provide gaming regulatory authorities a root
trusted authority within the computing environment of the gaming
machine that can be tracked and verified as original. This may be
accomplished via removal of the trusted memory device from the
gaming machine computer and verification of the secure memory
device contents is a separate third party verification device. Once
the trusted memory device is verified as authentic, and based on
the approval of the verification algorithms included in the trusted
device, the gaming machine is enabled to verify the authenticity of
additional code and data that may be located in the gaming computer
assembly, such as code and data stored on hard disk drives. A few
details related to trusted memory devices that may be used in the
present invention are described in U.S. Pat. No. 6,685,567 from
U.S. patent application Ser. No. 09/925,098, filed Aug. 8, 2001 and
titled "Process Verification," which is incorporated herein in its
entirety and for all purposes.
In one or more embodiments, at least a portion of the trusted
memory devices/sources may correspond to memory which cannot easily
be altered (e.g., "unalterable memory") such as, for example,
EPROMS, PROMS, Bios, Extended Bios, and/or other memory sources
which are able to be configured, verified, and/or authenticated
(e.g., for authenticity) in a secure and controlled manner.
According to a specific implementation, when a trusted information
source is in communication with a remote device via a network, the
remote device may employ a verification scheme to verify the
identity of the trusted information source. For example, the
trusted information source and the remote device may exchange
information using public and private encryption keys to verify each
other's identities. In another embodiment of the present invention,
the remote device and the trusted information source may engage in
methods using zero knowledge proofs to authenticate each of their
respective identities.
Gaming devices storing trusted information may utilize apparatus or
methods to detect and prevent tampering. For instance, trusted
information stored in a trusted memory device may be encrypted to
prevent its misuse. In addition, the trusted memory device may be
secured behind a locked door. Further, one or more sensors may be
coupled to the memory device to detect tampering with the memory
device and provide some record of the tampering. In yet another
example, the memory device storing trusted information might be
designed to detect tampering attempts and clear or erase itself
when an attempt at tampering has been detected.
Additional details relating to trusted memory devices/sources are
described in U.S. patent application Ser. No. 11/078,966, entitled
"Secured Virtual Network in a Gaming Environment", naming Nguyen et
al. as inventors, filed on Mar. 10, 2005, herein incorporated in
its entirety and for all purposes.
Mass storage devices used in a general purpose computer typically
enable code and data to be read from and written to the mass
storage device. In a gaming machine environment, modification of
the gaming code stored on a mass storage device is strictly
controlled and would only be enabled under specific maintenance
type events with electronic and physical enablers required. Though
this level of security could be provided by software, IGT gaming
computers that include mass storage devices preferably include
hardware level mass storage data protection circuitry that operates
at the circuit level to monitor attempts to modify data on the mass
storage device and will generate both software and hardware error
triggers should a data modification be attempted without the proper
electronic and physical enablers being present. Details using a
mass storage device that may be used with the present invention are
described, for example, in U.S. Pat. No. 6,149,522, herein
incorporated by reference in its entirety for all purposes.
Game Play
Returning to the example of FIG. 12, when a user wishes to play the
gaming machine 2, he or she inserts a ticket or cash through the
payment or coin acceptor 28 or bill validator 30. Additionally, the
bill validator may accept a printed ticket voucher, which may be
accepted by the bill validator 30 as an indicia of credit when a
cashless ticketing system is used. At the start of the game, the
player may enter playing tracking information using the card reader
24, the keypad 22, and the florescent display 16. Further, other
game preferences of the player playing the game may be read from a
card inserted into the card reader. During the game, the player
views game information using the video display 34. Other game and
prize information may also be displayed in the video display screen
45 located in the top box.
During the course of a game, a player may be required to make a
number of decisions, which affect the outcome of the game. For
example, a player may vary his or her wager on a particular game,
select a prize for a particular game selected from a prize server,
or make game decisions which affect the outcome of a particular
game. The player may make these choices using the player-input
switches 32, the video display screen 34 or using some other device
which enables a player to input information into the gaming
machine. In some embodiments, the player may be able to access
various game services such as concierge services and entertainment
content services using the video display screen 34 and one more
input devices. In some embodiments, one or more of the player-input
switches 32 may be a projection button and/or projection button
panel.
During certain game events, the gaming machine 2 may display visual
and auditory effects that can be perceived by the player. These
effects add to the excitement of a game, which makes a player more
likely to continue playing. Auditory effects include various sounds
that are projected by the speakers 10, 12, 14. Visual effects
include flashing lights, strobing lights or other patterns
displayed from lights on the gaming machine 2 or from lights behind
the belly glass 40. In some embodiments, one or more projection
buttons associated with the gaming machine may display different
images to generating an exciting visual effect. After the player
has completed a game, the player may receive game tokens from the
coin tray 38 or the ticket 20 from the printer 18, which may be
used for further games or to redeem a prize. Further, the player
may receive a ticket 20 for food, merchandise, or games from the
printer 18.
In one embodiment, as described above, the gaming machine can
incorporate any suitable wagering primary or base game. The gaming
machine or device may include some or all of the features of
conventional gaming machines or devices. The primary or base game
may comprise any suitable reel-type game, card game, cascading or
falling symbol game, number game or other game of chance
susceptible to representation in an electronic or electromechanical
form, which in one embodiment produces a random outcome based on
probability data at the time of or after placement of a wager. That
is, different primary wagering games, such as video poker games,
video blackjack games, video keno, video bingo or any other
suitable primary or base game may be implemented.
In one embodiment, a base or primary game may be a slot game with
one or more paylines. The paylines may be horizontal, vertical,
circular, diagonal, angled or any combination thereof. In this
embodiment, the gaming machine includes at least one and preferably
a plurality of reels, such as three to five reels, in either
electromechanical form with mechanical rotating reels or video form
with simulated reels and movement thereof. In one embodiment, an
electromechanical slot machine includes a plurality of adjacent,
rotatable reels, which may be combined and operably coupled with an
electronic display of any suitable type. In another embodiment, if
the reels are in video form, one or more of the display devices, as
described above, display the plurality of simulated video reels.
Each reel displays a plurality of indicia or symbols, such as
bells, hearts, fruits, numbers, letters, bars or other images,
which preferably correspond to a theme associated with the gaming
machine. In another embodiment, one or more of the reels are
independent reels or unisymbol reels. In this embodiment, each
independent or unisymbol reel generates and displays one symbol to
the player. In one embodiment, the gaming machine awards prizes
after the reels of the primary game stop spinning if specified
types and/or configurations of indicia or symbols occur on an
active payline or otherwise occur in a winning pattern, occur on
the requisite number of adjacent reels and/or occur in a scatter
pay arrangement.
In an alternative embodiment, rather than determining any outcome
to provide to the player by analyzing the symbols generated on any
wagered upon paylines as described above, the gaming machine
determines any outcome to provide to the player based on the number
of associated symbols which are generated in active symbol
positions on the requisite number of adjacent reels (i.e., not on
paylines passing through any displayed winning symbol
combinations). In this embodiment, if a winning symbol combination
is generated on the reels, the gaming machine provides the player
one award for that occurrence of the generated winning symbol
combination. For example, if one winning symbol combination is
generated on the reels, the gaming machine will provide a single
award to the player for that winning symbol combination (i.e., not
based on paylines that would have passed through that winning
symbol combination). It should be appreciated that because a gaming
machine with wagering on ways to win provides the player one award
for a single occurrence of a winning symbol combination and a
gaming machine with paylines may provide the player more than one
award for the same occurrence of a single winning symbol
combination (i.e., if a plurality of paylines each pass through the
same winning symbol combination), it is possible to provide a
player at a ways to win gaming machine more ways to win for an
equivalent bet or wager on a traditional slot gaming machine with
paylines.
In one embodiment, the total number of ways to win is determined by
multiplying the number of symbols generated in active symbol
positions on a first reel by the number of symbols generated in
active symbol positions on a second reel by the number of symbols
generated in active symbol positions on a third reel and so on for
each reel of the gaming machine with at least one symbol generated
in an active symbol position. For example, a three reel gaming
machine with three symbols generated in active symbol positions on
each reel includes 27 ways to win (i.e., 3 symbols on the first
reel.times.3 symbols on the second reel.times.3 symbols on the
third reel). A four reel gaming machine with three symbols
generated in active symbol positions on each reel includes 81 ways
to win (i.e., 3 symbols on the first reel.times.3 symbols on the
second reel.times.3 symbols on the third reel.times.3 symbols on
the fourth reel). A five reel gaming machine with three symbols
generated in active symbol positions on each reel includes 243 ways
to win (i.e., 3 symbols on the first reel.times.3 symbols on the
second reel.times.3 symbols on the third reel.times.3 symbols on
the fourth reel.times.3 symbols on the fifth reel). It should be
appreciated that modifying the number of generated symbols by
either modifying the number of reels or modifying the number of
symbols generated in active symbol positions by one or more of the
reels, modifies the number of ways to win.
In another embodiment, the gaming machine may enable a player to
wager on and thus activate symbol positions. In one such
embodiment, the symbol positions are on the reels. In this
embodiment, if based on the player's wager, a reel is activated,
then each of the symbol positions of that reel will be activated
and each of the active symbol positions will be part of one or more
of the ways to win. In one embodiment, if based on the player's
wager, a reel is not activated, then a designated number of default
symbol positions, such as a single symbol position of the middle
row of the reel, will be activated and the default symbol
position(s) will be part of one or more of the ways to win. This
type of gaming machine enables a player to wager on one, more or
each of the reels and the processor of the gaming machine uses the
number of wagered on reels to determine the active symbol positions
and the number of possible ways to win. In alternative embodiments,
(1) no symbols are displayed as generated at any of the inactive
symbol positions, or (2) any symbols generated at any inactive
symbol positions may be displayed to the player but suitably shaded
or otherwise designated as inactive.
In one embodiment wherein a player wagers on one or more reels, a
player's wager of one credit may activate each of the three symbol
positions on a first reel, wherein one default symbol position is
activated on each of the remaining four reels. In this example, as
described above, the gaming machine provides the player three ways
to win (i.e., 3 symbols on the first reel.times.1 symbol on the
second reel.times.1 symbol on the third reel.times.1 symbol on the
fourth reel.times.1 symbol on the fifth reel). In another example,
a player's wager of nine credits may activate each of the three
symbol positions on a first reel, each of the three symbol
positions on a second reel and each of the three symbol positions
on a third reel wherein one default symbol position is activated on
each of the remaining two reels. In this example, as described
above, the gaming machine provides the player twenty-seven ways to
win (i.e., 3 symbols on the first reel.times.3 symbols on the
second reel.times.3 symbols on the third reel.times.1 symbol on the
fourth reel.times.1 symbol on the fifth reel).
In one embodiment, to determine any award(s) to provide to the
player based on the generated symbols, the gaming machine
individually determines if a symbol generated in an active symbol
position on a first reel forms part of a winning symbol combination
with or is otherwise suitably related to a symbol generated in an
active symbol position on a second reel. In this embodiment, the
gaming machine classifies each pair of symbols, which form part of
a winning symbol combination (i.e., each pair of related symbols)
as a string of related symbols. For example, if active symbol
positions include a first cherry symbol generated in the top row of
a first reel and a second cherry symbol generated in the bottom row
of a second reel, the gaming machine classifies the two cherry
symbols as a string of related symbols because the two cherry
symbols form part of a winning symbol combination.
After determining if any strings of related symbols are formed
between the symbols on the first reel and the symbols on the second
reel, the gaming machine determines if any of the symbols from the
next adjacent reel should be added to any of the formed strings of
related symbols. In this embodiment, for a first of the classified
strings of related symbols, the gaming machine determines if any of
the symbols generated by the next adjacent reel form part of a
winning symbol combination or are otherwise related to the symbols
of the first string of related symbols. If the gaming machine
determines that a symbol generated on the next adjacent reel is
related to the symbols of the first string of related symbols, that
symbol is subsequently added to the first string of related
symbols. For example, if the first string of related symbols is the
string of related cherry symbols and a related cherry symbol is
generated in the middle row of the third reel, the gaming machine
adds the related cherry symbol generated on the third reel to the
previously classified string of cherry symbols.
On the other hand, if the gaming machine determines that no symbols
generated on the next adjacent reel are related to the symbols of
the first string of related symbols, the gaming machine marks or
flags such string of related symbols as complete. For example, if
the first string of related symbols is the string of related cherry
symbols and none of the symbols of the third reel are related to
the cherry symbols of the previously classified string of cherry
symbols, the gaming machine marks or flags the string of cherry
symbols as complete.
After either adding a related symbol to the first string of related
symbols or marking the first string of related symbols as complete,
the gaming machine proceeds as described above for each of the
remaining classified strings of related symbols which were
previously classified or formed from related symbols on the first
and second reels.
After analyzing each of the remaining strings of related symbols,
the gaming machine determines, for each remaining pending or
incomplete string of related symbols, if any of the symbols from
the next adjacent reel, if any, should be added to any of the
previously classified strings of related symbols. This process
continues until either each string of related symbols is complete
or there are no more adjacent reels of symbols to analyze. In this
embodiment, where there are no more adjacent reels of symbols to
analyze, the gaming machine marks each of the remaining pending
strings of related symbols as complete.
When each of the strings of related symbols is marked complete, the
gaming machine compares each of the strings of related symbols to
an appropriate paytable and provides the player any award
associated with each of the completed strings of symbols. It should
be appreciated that the player is provided one award, if any, for
each string of related symbols generated in active symbol positions
(i.e., as opposed to being based on how many paylines that would
have passed through each of the strings of related symbols in
active symbol positions).
In one embodiment, a base or primary game may be a poker game
wherein the gaming machine enables the player to play a
conventional game of video draw poker and initially deals five
cards all face up from a virtual deck of fifty-two card deck. Cards
may be dealt as in a traditional game of cards or in the case of
the gaming machine, may also include that the cards are randomly
selected from a predetermined number of cards. If the player wishes
to draw, the player selects the cards to hold via one or more input
device, such as pressing related hold buttons or via the touch
screen. The player then presses the deal button and the unwanted or
discarded cards are removed from the display and the gaming machine
deals the replacement cards from the remaining cards in the deck.
This results in a final five-card hand. The gaming machine compares
the final five-card hand to a payout table which utilizes
conventional poker hand rankings to determine the winning hands.
The gaming machine provides the player with an award based on a
winning hand and the credits the player wagered.
In another embodiment, the base or primary game may be a multi-hand
version of video poker. In this embodiment, the gaming machine
deals the player at least two hands of cards. In one such
embodiment, the cards are the same cards. In one embodiment each
hand of cards is associated with its own deck of cards. The player
chooses the cards to hold in a primary hand. The held cards in the
primary hand are also held in the other hands of cards. The
remaining non-held cards are removed from each hand displayed and
for each hand replacement cards are randomly dealt into that hand.
Since the replacement cards are randomly dealt independently for
each hand, the replacement cards for each hand will usually be
different. The poker hand rankings are then determined hand by hand
and awards are provided to the player.
In one embodiment, a base or primary game may be a keno game
wherein the gaming machine displays a plurality of selectable
indicia or numbers on at least one of the display devices. In this
embodiment, the player selects at least one or a plurality of the
selectable indicia or numbers via an input device such as a touch
screen and/or projection button panel. The gaming machine then
displays a series of drawn numbers to determine an amount of
matches, if any, between the player's selected numbers and the
gaming machine's drawn numbers. The player is provided an award
based on the amount of matches, if any, based on the amount of
determined matches.
In one embodiment, in addition to winning credits or other awards
in a base or primary game, as described above, the gaming machine
may also give players the opportunity to win credits in a bonus or
secondary game or bonus or secondary round. The bonus or secondary
game enables the player to obtain a prize or payout in addition to
the prize or payout, if any, obtained from the base or primary
game. In general, a bonus or secondary game produces a
significantly higher level of player excitement than the base or
primary game because it provides a greater expectation of winning
than the base or primary game and is accompanied with more
attractive or unusual features than the base or primary game. In
one embodiment, the bonus or secondary game may be any type of
suitable game, either similar to or completely different from the
base or primary game.
In one embodiment, the triggering event or qualifying condition may
be a selected outcome in the primary game or a particular
arrangement of one or more indicia on a display device in the
primary game, such as the number seven appearing on three adjacent
reels along a payline in the primary slot game. In other
embodiments, the triggering event or qualifying condition may be by
exceeding a certain amount of game play (such as number of games,
number of credits, amount of time), or reaching a specified number
of points earned during game play.
In another embodiment, the gaming machine processor or remote host
randomly provides the player one or more plays of one or more
secondary games. In one such embodiment, the gaming machine does
not provide any apparent reasons to the player for qualifying to
play a secondary or bonus game. In this embodiment, qualifying for
a bonus game is not triggered by an event in or based specifically
on any of the plays of any primary game. That is, the gaming
machine may simply qualify a player to play a secondary game
without any explanation or alternatively with simple explanations.
In another embodiment, the gaming machine (or remote host)
qualifies a player for a secondary game at least partially based on
a game triggered or symbol triggered event, such as at least
partially based on the play of a primary game.
In one embodiment, the gaming machine includes a program which will
automatically begin a bonus round after the player has achieved a
triggering event or qualifying condition in the base or primary
game. In another embodiment, after a player has qualified for a
bonus game, the player may subsequently enhance his/her bonus game
participation through continued play on the base or primary game.
Thus, for each bonus qualifying event, such as a bonus symbol, that
the player obtains, a given number of bonus game wagering points or
credits may be accumulated in a "bonus meter" programmed to accrue
the bonus wagering credits or entries toward eventual participation
in a bonus game. The occurrence of multiple such bonus qualifying
events in the primary game may result in an arithmetic or
exponential increase in the number of bonus wagering credits
awarded. In one embodiment, the player may redeem extra bonus
wagering credits during the bonus game to extend play of the bonus
game.
In one embodiment, no separate entry fee or buy in for a bonus game
need be employed. That is, a player may not purchase an entry into
a bonus game, rather they must win or earn entry through play of
the primary game thus, encouraging play of the primary game. In
another embodiment, qualification of the bonus or secondary game is
accomplished through a simple "buy in" by the player, for example,
if the player has been unsuccessful at qualifying through other
specified activities. In another embodiment, the player must make a
separate side-wager on the bonus game or wager a designated amount
in the primary game to qualify for the secondary game. In this
embodiment, the secondary game triggering event must occur and the
side-wager (or designated primary game wager amount) must have been
placed to trigger the secondary game.
Gaming System Components
FIG. 13 shows a block diagram illustrating components of a gaming
system 1500 which may be used for implementing one or more
embodiments of the present invention. In FIG. 13, the components of
a gaming system 1500 for providing game software licensing and
downloads are described functionally. The described functions may
be instantiated in hardware, firmware and/or software and executed
on a suitable device. In the system 1500, there may be many
instances of the same function, such as multiple game play
interfaces 1511. Nevertheless, in FIG. 13, only one instance of
each function is shown. The functions of the components may be
combined. For example, a single device may comprise the game play
interface 1511 and include trusted memory devices or sources 1509.
The described components and their functions may be incorporated in
various embodiments of the cashless gaming systems, devices, and
techniques described herein.
The gaming system 1500 may receive inputs from different
groups/entities and output various services and/or information to
these groups/entities. For example, game players 1525 primarily
input cash or indicia of credit into the system, make game
selections that trigger software downloads, and receive
entertainment in exchange for their inputs. Game software content
providers provide game software for the system and may receive
compensation for the content they provide based on licensing
agreements with the gaming machine operators. Gaming machine
operators select game software for distribution, distribute the
game software on the gaming devices in the system 1500, receive
revenue for the use of their software and compensate the gaming
machine operators. The gaming regulators 1530 may provide rules and
regulations that must be applied to the gaming system and may
receive reports and other information confirming that rules are
being obeyed.
In the following paragraphs, details of each component and some of
the interactions between the components are described with respect
to FIG. 13. The game software license host 1501 may be a server
connected to a number of remote gaming devices that provides
licensing services to the remote gaming devices. For example, in
other embodiments, the license host 1501 may 1) receive token
requests for tokens used to activate software executed on the
remote gaming devices, 2) send tokens to the remote gaming devices,
3) track token usage and 4) grant and/or renew software licenses
for software executed on the remote gaming devices. The token usage
may be used in utility based licensing schemes, such as a
pay-per-use scheme.
In another embodiment, a game usage-tracking host 1515 may track
the usage of game software on a plurality of devices in
communication with the host. The game usage-tracking host 1515 may
be in communication with a plurality of game play hosts and gaming
machines. From the game play hosts and gaming machines, the game
usage tracking host 1515 may receive updates of an amount that each
game available for play on the devices has been played and on
amount that has been wagered per game. This information may be
stored in a database and used for billing according to methods
described in a utility based licensing agreement.
The game software host 1502 may provide game software downloads,
such as downloads of game software or game firmware, to various
devious in the game system 1500. For example, when the software to
generate the game is not available on the game play interface 1511,
the game software host 1502 may download software to generate a
selected game of chance played on the game play interface. Further,
the game software host 1502 may download new game content to a
plurality of gaming machines via a request from a gaming machine
operator. In some embodiments, new game content may include new
graphical information for display on one or more projection
buttons.
In one embodiment, the game software host 1502 may also be a game
software configuration-tracking host 1513. The function of the game
software configuration-tracking host is to keep records of software
configurations and/or hardware configurations for a plurality of
devices in communication with the host (e.g., denominations, number
of paylines, paytables, max/min bets). Details of a game software
host and a game software configuration host that may be used with
the present invention are described in co-pending U.S. Pat. No.
6,645,077, by Rowe, entitled, "Gaming Terminal Data Repository and
Information System," filed Dec. 21, 2000, which is incorporated
herein in its entirety and for all purposes.
A game play host device 1503 may be a host server connected to a
plurality of remote clients that generates games of chance that are
displayed on a plurality of remote game play interfaces 1511. For
example, the game play host device 1503 may be a server that
provides central determination for a bingo game play played on a
plurality of connected game play interfaces 1511. As another
example, the game play host device 1503 may generate games of
chance, such as slot games or video card games, for display on a
remote client. A game player using the remote client may be able to
select from a number of games that are provided on the client by
the host device 1503. The game play host device 1503 may receive
game software management services, such as receiving downloads of
new game software, from the game software host 1502 and may receive
game software licensing services, such as the granting or renewing
of software licenses for software executed on the device 1503, from
the game license host 1501.
In particular embodiments, the game play interfaces or other gaming
devices in the gaming system 1500 may be portable devices, such as
electronic tokens, cell phones, smart cards, tablet PC's and PDA's.
The portable devices may support wireless communications and thus,
may be referred to as wireless mobile devices. The network hardware
architecture 1516 may be enabled to support communications between
wireless mobile devices and other gaming devices in gaming system.
In one embodiment, the wireless mobile devices may be used to play
games of chance.
The gaming system 1500 may use a number of trusted information
sources. Trusted information sources 1504 may be devices, such as
servers, that provide information used to authenticate/activate
other pieces of information. CRC values used to authenticate
software, license tokens used to enable the use of software or
product activation codes used to activate to software are examples
of trusted information that might be provided from a trusted
information source 1504. Trusted information sources may be a
memory device, such as an EPROM, that includes trusted information
used to authenticate other information. For example, a game play
interface 1511 may store a private encryption key in a trusted
memory device that is used in a private key-public key encryption
scheme to authenticate information from another gaming device.
When a trusted information source 1504 is in communication with a
remote device via a network, the remote device will employ a
verification scheme to verify the identity of the trusted
information source. For example, the trusted information source and
the remote device may exchange information using public and private
encryption keys to verify each other's identities.
Gaming devices storing trusted information might utilize apparatus
or methods to detect and prevent tampering. For instance, trusted
information stored in a trusted memory device may be encrypted to
prevent its misuse. In addition, the trusted memory device may be
secured behind a locked door. Further, one or more sensors may be
coupled to the memory device to detect tampering with the memory
device and provide some record of the tampering. In yet another
example, the memory device storing trusted information might be
designed to detect tampering attempts and clear or erase itself
when an attempt at tampering has been detected.
The gaming system 1500 of the present invention may include devices
1506 that provide authorization to download software from a first
device to a second device and devices 1507 that provide activation
codes or information that enable downloaded software to be
activated. The devices, 1506 and 1507, may be remote servers and
may also be trusted information sources. One example of a method of
providing product activation codes that may be used with the
present invention is describes in previously incorporated U.S. Pat.
No. 6,264,561.
A device 1506 that monitors a plurality of gaming devices to
determine adherence of the devices to gaming jurisdictional rules
1508 may be included in the system 1500. In one embodiment, a
gaming jurisdictional rule server may scan software and the
configurations of the software on a number of gaming devices in
communication with the gaming rule server to determine whether the
software on the gaming devices is valid for use in the gaming
jurisdiction where the gaming device is located. For example, the
gaming rule server may request a digital signature, such as CRC's,
of particular software components and compare them with an approved
digital signature value stored on the gaming jurisdictional rule
server.
Further, the gaming jurisdictional rule server may scan the remote
gaming device to determine whether the software is configured in a
manner that is acceptable to the gaming jurisdiction where the
gaming device is located. For example, a maximum bet limit may vary
from jurisdiction to jurisdiction and the rule enforcement server
may scan a gaming device to determine its current software
configuration and its location and then compare the configuration
on the gaming device with approved parameters for its location.
A gaming jurisdiction may include rules that describe how game
software may be downloaded and licensed. The gaming jurisdictional
rule server may scan download transaction records and licensing
records on a gaming device to determine whether the download and
licensing was carried out in a manner that is acceptable to the
gaming jurisdiction in which the gaming device is located. In
general, the game jurisdictional rule server may be utilized to
confirm compliance to any gaming rules passed by a gaming
jurisdiction when the information needed to determine rule
compliance is remotely accessible to the server.
Game software, firmware or hardware residing a particular gaming
device may also be used to check for compliance with local gaming
jurisdictional rules. In one embodiment, when a gaming device is
installed in a particular gaming jurisdiction, a software program
including jurisdiction rule information may be downloaded to a
secure memory location on a gaming machine or the jurisdiction rule
information may be downloaded as data and utilized by a program on
the gaming machine. The software program and/or jurisdiction rule
information may used to check the gaming device software and
software configurations for compliance with local gaming
jurisdictional rules. In another embodiment, the software program
for ensuring compliance and jurisdictional information may be
installed in the gaming machine prior to its shipping, such as at
the factory where the gaming machine is manufactured.
The gaming devices in game system 1500 may utilize trusted software
and/or trusted firmware. Trusted firmware/software is trusted in
the sense that is used with the assumption that it has not been
tampered with. For instance, trusted software/firmware may be used
to authenticate other game software or processes executing on a
gaming device. As an example, trusted encryption programs and
authentication programs may be stored on an EPROM on the gaming
machine or encoded into a specialized encryption chip. As another
example, trusted game software, i.e., game software approved for
use on gaming devices by a local gaming jurisdiction may be
required on gaming devices on the gaming machine.
In the present invention, the devices may be connected by a network
1516 with different types of hardware using different hardware
architectures. Game software can be quite large and frequent
downloads can place a significant burden on a network, which may
slow information transfer speeds on the network. For game-on-demand
services that require frequent downloads of game software in a
network, efficient downloading is essential for the service to
remain viable. Thus, in the present inventions, network efficient
devices 1510 may be used to actively monitor and maintain network
efficiency. For instance, software locators may be used to locate
nearby locations of game software for peer-to-peer transfers of
game software. In another example, network traffic may be monitored
and downloads may be actively rerouted to maintain network
efficiency.
One or more devices in the present invention may provide game
software and game licensing related auditing, billing and
reconciliation reports to server 1512. For example, a software
licensing billing server may generate a bill for a gaming device
operator based upon a usage of games over a time period on the
gaming devices owned by the operator. In another example, a
software auditing server may provide reports on game software
downloads to various gaming devices in the gaming system 1500 and
current configurations of the game software on these gaming
devices.
At particular time intervals, the software auditing server 1512 may
also request software configurations from a number of gaming
devices in the gaming system. The server may then reconcile the
software configuration on each gaming device. In one embodiment,
the software auditing server 1512 may store a record of software
configurations on each gaming device at particular times and a
record of software download transactions that have occurred on the
device. By applying each of the recorded game software download
transactions since a selected time to the software configuration
recorded at the selected time, a software configuration is
obtained. The software auditing server may compare the software
configuration derived from applying these transactions on a gaming
device with a current software configuration obtained from the
gaming device. After the comparison, the software-auditing server
may generate a reconciliation report that confirms that the
download transaction records are consistent with the current
software configuration on the device. The report may also identify
any inconsistencies. In another embodiment, both the gaming device
and the software auditing server may store a record of the download
transactions that have occurred on the gaming device and the
software auditing server may reconcile these records.
There are many possible interactions between the components
described with respect to FIG. 13. Many of the interactions are
coupled. For example, methods used for game licensing may affect
methods used for game downloading and vice versa. For the purposes
of explanation, details of a few possible interactions between the
components of the system 1500 relating to software licensing and
software downloads have been described. The descriptions are
selected to illustrate particular interactions in the game system
1500. These descriptions are provided for the purposes of
explanation only and are not intended to limit the scope of the
present invention.
Gaming System Configuration
In one embodiment, as described above, the present invention may be
implemented in various configurations for gaming machines,
including but not limited to: (1) a dedicated gaming machine,
wherein the computerized instructions for controlling any games
(which are provided by the gaming machine) are provided with the
gaming machine prior to delivery to a gaming establishment; and (2)
a changeable gaming machine, where the computerized instructions
for controlling any games (which are provided by the gaming
machine) are downloadable to the gaming machine through a data
network when the gaming machine is in a gaming establishment. In
another embodiment, the computerized instructions for controlling
any games are communicated from the remote host, the central server
or central controller to a gaming machine local processor and
memory devices. In such a "thick client" embodiment, the gaming
machine local processor executes the communicated computerized
instructions to control any games (or other suitable interfaces)
provided to a player.
In one alternative embodiment, the computerized instructions for
controlling any games are executed by a remote host, a central
server or central controller. In such a "thin client" embodiment,
the remote host remotely controls any games (or other suitable
interfaces) and the gaming machine is utilized to display such
games (or suitable interfaces) and receive one or more inputs or
commands from a player. In one embodiment, one or more gaming
machines in a gaming system may be thin client gaming machines and
one or more gaming machines in the gaming system may be thick
client gaming machines. In another embodiment, certain functions of
the gaming machine are implemented in a thin client environment and
certain other functions of the gaming machine are implemented in a
thick client environment. In one such embodiment, computerized
instructions for controlling any primary games are communicated
from the remote host to the gaming machine in a thick client
configuration and computerized instructions for controlling any
secondary games or bonus functions are executed by a remote host in
a thin client configuration. It should be appreciated that one,
more or each of the functions of the remote host as disclosed
herein may be performed by one or more gaming machine processors.
It should be further appreciated that one, more or each of the
functions of one or more gaming machine processors as disclosed
herein may be performed by the remote host.
In one embodiment, the gaming machine randomly generates awards
and/or other game outcomes based on probability data. In one such
embodiment, this random determination is provided through
utilization of a random number generator (RNG), such as a true
random number generator, a pseudo random number generator or other
suitable randomization process. In one embodiment, each award or
other game outcome is associated with a probability and the gaming
machine generates the award or other game outcome to be provided to
the player based on the associated probabilities. In this
embodiment, since the gaming machine generates outcomes randomly or
based upon one or more probability calculations, there is no
certainty that the gaming machine will ever provide the player with
any specific award or other game outcome.
In an alternative embodiment, the remote host maintains one or more
predetermined pools or sets of predetermined game outcomes. In this
embodiment, the remote host receives the game outcome request and
independently selects a predetermined game outcome from a set or
pool of game outcomes. The remote host flags or marks the selected
game outcome as used. Once a game outcome is flagged as used, it is
prevented from further selection from the set or pool and cannot be
selected by the remote host upon another wager. The provided game
outcome can include a primary game outcome, a secondary game
outcome, primary and secondary game outcomes, or a series of game
outcomes such as free games.
The remote host communicates the generated or selected game outcome
to the initiated gaming machine. The gaming machine receives the
generated or selected game outcome and provides the game outcome to
the player. In an alternative embodiment, how the generated or
selected game outcome is to be presented or displayed to the
player, such as a reel symbol combination of a slot machine or a
hand of cards dealt in a card game, is also determined by the
remote host and communicated to the initiated gaming machine to be
presented or displayed to the player. Central production or control
can assist a gaming establishment or other entity in maintaining
appropriate records, controlling gaming, reducing and preventing
cheating or electronic or other errors, reducing or eliminating
win-loss volatility and the like.
In another embodiment, a predetermined game outcome value is
determined for each of a plurality of linked or networked gaming
machines based on the results of a bingo, keno or lottery game. In
this embodiment, each individual gaming machine utilizes one or
more bingo, keno or lottery games to determine the predetermined
game outcome value provided to the player for the interactive game
played at that gaming machine. In one embodiment, the bingo, keno
or lottery game is displayed to the player. In another embodiment,
the bingo, keno or lottery game is not displayed to the player, but
the results of the bingo, keno or lottery game determine the
predetermined game outcome value for the primary or secondary
game.
In the various bingo embodiments, as each gaming machine is
enrolled in the bingo game, such as upon an appropriate wager or
engaging an input device, the enrolled gaming machine is provided
or associated with a different bingo card. Each bingo card consists
of a matrix or array of elements, wherein each element is
designated with a separate indicia, such as a number. It should be
appreciated that each different bingo card includes a different
combination of elements. For example, if four bingo cards are
provided to four enrolled gaming machines, the same element may be
present on all four of the bingo cards while another element may
solely be present on one of the bingo cards.
In operation of these embodiments, upon providing or associating a
different bingo card to each of a plurality of enrolled gaming
machines, the remote host randomly selects or draws, one at a time,
a plurality of the elements. As each element is selected, a
determination is made for each gaming machine as to whether the
selected element is present on the bingo card provided to that
enrolled gaming machine. This determination can be made by the
remote host, the gaming machine, a combination of the two, or in
any other suitable manner. If the selected element is present on
the bingo card provided to that enrolled gaming machine, that
selected element on the provided bingo card is marked or flagged.
This process of selecting elements and marking any selected
elements on the provided bingo cards continues until one or more
predetermined patterns are marked on one or more of the provided
bingo cards. It should be appreciated that in one embodiment, the
gaming machine requires the player to engage a daub button (not
shown) to initiate the process of the gaming machine marking or
flagging any selected elements.
After one or more predetermined patterns are marked on one or more
of the provided bingo cards, a game outcome is determined for each
of the enrolled gaming machines based, at least in part, on the
selected elements on the provided bingo cards. As described above,
the game outcome determined for each gaming machine enrolled in the
bingo game is utilized by that gaming machine to determine the
predetermined game outcome provided to the player. For example, a
first gaming machine to have selected elements marked in a
predetermined pattern is provided a first outcome of win $10 which
will be provided to a first player regardless of how the first
player plays in a first game and a second gaming machine to have
selected elements marked in a different predetermined pattern is
provided a second outcome of win $2 which will be provided to a
second player regardless of how the second player plays a second
game. It should be appreciated that as the process of marking
selected elements continues until one or more predetermined
patterns are marked, this embodiment insures that at least one
bingo card will win the bingo game and thus at least one enrolled
gaming machine will provide a predetermined winning game outcome to
a player. It should be appreciated that other suitable methods for
selecting or determining one or more predetermined game outcomes
may be employed.
In one example of the above-described embodiment, the predetermined
game outcome may be based on a supplemental award in addition to
any award provided for winning the bingo game as described above.
In this embodiment, if one or more elements are marked in
supplemental patterns within a designated number of drawn elements,
a supplemental or intermittent award or value associated with the
marked supplemental pattern is provided to the player as part of
the predetermined game outcome. For example, if the four corners of
a bingo card are marked within the first twenty selected elements,
a supplemental award of $10 is provided to the player as part of
the predetermined game outcome. It should be appreciated that in
this embodiment, the player of a gaming machine may be provided a
supplemental or intermittent award regardless of if the enrolled
gaming machine's provided bingo card wins or does not win the bingo
game as described above.
In another embodiment, the game outcome provided to the player is
determined by a remote host and provided to the player at the
gaming machine. In this embodiment, each of a plurality of such
gaming machines are in communication with the remote host. Upon a
player initiating game play at one of the gaming machines, the
initiated gaming machine communicates a game outcome request to the
remote host. In one embodiment, the remote host receives the game
outcome request and randomly generates a game outcome for the
primary game based on probability data. In another embodiment, the
remote host randomly generates a game outcome for the secondary
game based on probability data. In another embodiment, the remote
host randomly generates a game outcome for both the primary game
and the secondary game based on probability data. In this
embodiment, the remote host is capable of storing and utilizing
program code or other data similar to the processor and memory
device of the gaming machine.
In another embodiment, one or more of the gaming machines are in
communication with a remote host for monitoring purposes. In one
embodiment, the gaming network includes a real-time or on-line
accounting and gaming information system operably coupled to the
remote host. The accounting and gaming information system of this
embodiment includes a player database for storing player profiles,
a player tracking module for tracking players and a credit system
for providing automated casino transactions.
In another embodiment, a plurality of gaming machines at one or
more gaming sites may be networked to the remote host in a
progressive configuration, as known in the art, wherein a portion
of each wager to initiate a base or primary game may be allocated
to one or more progressive awards. In one embodiment, a progressive
gaming system host site computer is coupled to a plurality of the
remote hosts at a variety of mutually remote gaming sites for
providing a multi-site linked progressive automated gaming system.
In one embodiment, a progressive gaming system host site computer
may serve gaming machines distributed throughout a number of
properties at different geographical locations including, for
example, different locations within a city or different cities
within a state.
In one embodiment, the progressive gaming system host site computer
is maintained for the overall operation and control of the
progressive gaming system. In this embodiment, a progressive gaming
system host site computer oversees the entire progressive gaming
system and is the master for computing all progressive jackpots.
All participating gaming sites report to, and receive information
from, the progressive gaming system host site computer. Each remote
host computer is responsible for all data communication between the
gaming machine hardware and software and the progressive gaming
system host site computer. In one embodiment, an individual gaming
machine may trigger a progressive award win. In another embodiment,
a remote host (or the progressive gaming system host site computer)
determines when a progressive award win is triggered. In another
embodiment, an individual gaming machine and a remote host (or
progressive gaming system host site computer) work in conjunction
with each other to determine when a progressive win is triggered,
for example through an individual gaming machine meeting a
predetermined requirement established by the remote host.
In one embodiment, a progressive award win is triggered based on
one or more game play events, such as a symbol-driven trigger. In
other embodiments, the progressive award triggering event or
qualifying condition may be by exceeding a certain amount of game
play (such as number of games, number of credits, or amount of
time), or reaching a specified number of points earned during game
play. In another embodiment, a gaming machine is randomly or
apparently randomly selected to provide a player of that gaming
machine one or more progressive awards. In one such embodiment, the
gaming machine does not provide any apparent reasons to the player
for winning a progressive award, wherein winning the progressive
award is not triggered by an event in or based specifically on any
of the plays of any primary game. That is, a player is provided a
progressive award without any explanation or alternatively with
simple explanations. In another embodiment, a player is provided a
progressive award at least partially based on a game triggered or
symbol triggered event, such as at least partially based on the
play of a primary game.
In one embodiment, one or more of the progressive awards are each
funded via a side bet or side wager. In this embodiment, a player
must place or wager a side bet to be eligible to win the
progressive award associated with the side bet. In one embodiment,
the player must place the maximum bet and the side bet to be
eligible to win one of the progressive awards. In another
embodiment, if the player places or wagers the required side bet,
the player may wager at any credit amount during the primary game
(i.e., the player need not place the maximum bet and the side bet
to be eligible to win one of the progressive awards). In one such
embodiment, the greater the player's wager (in addition to the
placed side bet), the greater the odds or probability that the
player will win one of the progressive awards. It should be
appreciated that one or more of the progressive awards may each be
funded, at least in part, based on the wagers placed on the primary
games of the gaming machines in the gaming system, via a gaming
establishment or via any suitable manner.
In another embodiment, one or more of the progressive awards are
partially funded via a side-bet or side-wager which the player may
make (and which may be tracked via a side-bet meter). In one
embodiment, one or more of the progressive awards are funded with
only side-bets or side-wagers placed. In another embodiment, one or
more of the progressive awards are funded based on player's wagers
as described above as well as any side-bets or side-wagers
placed.
In one alternative embodiment, a minimum wager level is required
for a gaming machine to qualify to be selected to obtain one of the
progressive awards. In one embodiment, this minimum wager level is
the maximum wager level for the primary game in the gaming machine.
In another embodiment, no minimum wager level is required for a
gaming machine to qualify to be selected to obtain one of the
progressive awards.
In another embodiment, the gaming system maintains at least one
progressive award by allocating a percentage of a player's wager
into the player's own progressive award or pool (i.e., a personal
progressive award). In this embodiment, upon the occurrence of an
event (either associated with game play or independent of game
play), the gaming system provides the player their personal
progressive award.
In another embodiment, a plurality of players at a plurality of
linked gaming machines in a gaming system participate in a group
gaming environment. In one embodiment, a plurality of players at a
plurality of linked gaming machines work in conjunction with one
another, such as playing together as a team or group, to win one or
more awards. In one such embodiment, any award won by the group is
shared, either equally or based on any suitable criteria, amongst
the different players of the group. In another embodiment, a
plurality of players at a plurality of linked gaming machines
compete against one another for one or more awards. In one such
embodiment, a plurality of players at a plurality of linked gaming
machines participate in a gaming tournament for one or more awards.
In another embodiment, a plurality of players at a plurality of
linked gaming machines play for one or more awards wherein an
outcome generated by one gaming machine affects the outcomes
generated by one or more linked gaming machines.
Some networks described herein provide methods and devices for
managing one or more networked gaming establishments. Such networks
may sometimes be referred to herein as server-based gaming
networks, Sb.TM. networks, or the like. Some such gaming networks
described herein allow for the convenient provisioning of networked
gaming machines and other devices relevant to casino operations.
Game themes may be easily and conveniently added or changed, if
desired. Related software, including but not limited to player
tracking software, peripheral software, etc., may be downloaded to
networked gaming machines, mobile gaming devices, thin clients
and/or other devices, such as kiosks, networked gaming tables,
player stations, etc.
In some implementations, servers or other devices of a central
system will determine game outcomes and/or provide other wager
gaming functionality. In some such implementations, wagering games
may be executed primarily on one or more devices of a central
system, such as a server, a host computer, etc. For example, wager
gaming determinations (such as interim and final game outcomes,
bonuses, etc.) may be made by one or more servers or other
networked devices. Player tracking functions, accounting functions
and even some display-related functions associated with wagering
games may be performed, at least in part, by one or more devices of
casino network and/or of a central system.
* * * * *
References